From the wreck to your first sea fight: what the game asks of you, in order, and why.
The Sea-Wolf breaks on the reef. You wake on a beach with Quartermaster Maddox, 500 Timber, 400 Iron, 200 Rum, 120 Gold and nobody to boss around. The opening hour teaches every habit the rest of the game is built on, so it pays to know what each step is for.
The tutorial, beat by beat
A glowing hand points at the next thing to tap. Early beats lock everything else. Later beats only suggest, and a Go button on Maddox's card carries you to the right screen.
Raise the Timber Cove. Your first workshop. Timber pays for almost everything early on.
Claim a quest in the Captain's Log. Building the Cove finished one. The Log is where your building money comes from, so learn this tap first.
Build a Crew Quarters. A roof and one bunk. Nobody lives on your island until they have a bed.
Fit a Sawbench in the Cove. Workshops make nothing by themselves. The stations inside them do.
Build the Ship's Galley. A bed and a meal make a resident. Your first one walks in and sits at the Sawbench, and Timber starts to flow.
Raise the Manor to 2. The Manor's level is the ceiling for everything else.
Build the Foundry. Iron, for hulls and for fitting stations.
Climb to Manor 4. The Distillery arrives at 3 and the Vault at 4. Each Manor step names the buildings it wants first.
Build the Tavern. Heroes drink here.
Make your first recruitment call. One call is free every day. Use it.
Build the Gun Foundry. Your first shipyard. It builds Broadsides, the all-round hull.
Train ten ships. The quest for raising the Gun Foundry pays for this batch.
Win your first hunt. Open the sea chart, tap a level 1 to 3 beast near your island, and send the ten.
The Log pays for the climb
Your workshops are too small in the first hour to fund the Manor by themselves, and they are meant to be. The Captain's Log covers the gap: each chapter's quests and its chest pay for that chapter's buildings and the Manor step after it. Follow the Log and you reach Manor 6 in well under an hour of building time. Skip it and you stall.
Open the Log from the scroll chip on your island. A red dot means something is ready to claim.
Each chapter ends in a chest. The chest is the big payment, so finish every quest in the chapter.
Chapter 3 hands you ten shards of Crimson Vane, a Legendary. Ten shards unlock any hero.
The moment the tutorial lets go
Clear the forest. A flag appears at the tree line when the Manor reaches a new ring. Tap it. You are paid in Timber for the chopping and more plots open up.
Open the Castaway's Landfall. A seven-day run of founding tasks that only new captains get. Its last seal is a second helping of Crimson Vane shards.
Log in tomorrow. Day 2 of the login calendar is another ten Crimson Vane shards.
Keep the builder busy. You have one building crew. An idle crew is the only real waste in the early game.
Seat your residents. The crew pill at the top shows a red dot when a station has nobody at it. An empty station makes nothing. See Residents, Bunks & Stations.
Join a Hive at Manor 5. Crewmates shave your timers for free. See The Hive.
Your first week
Two calendars run for every new captain. The login streak pays every day you show up, and a missed day pauses it instead of resetting it.
Login streak
Reward
Day 1
2k Timber2k Iron
Day 2
3 Skeleton Keys10 Crimson Vane shards
Day 3
10k Rum10k Gold
Day 4
2 × 1h Speedup
Day 5
3 Blueprints
Day 6
5 Arena Tokens
Day 7
200 Doubloons3 Fortune Chests5 Skeleton Keys
The Castaway's Landfall opens a new chapter of tasks each day for five days, and you have the full seven days to finish them. Every task earns marks toward five seals.
Opens on
Chapter
Tasks
Day 1
Landfall
Set foot on the sand, raise the first roofs and claim the wreck's spoils.
15
Day 2
The Crew
A captain is only as good as the officers at their side.
8
Day 3
The Fleet
Hulls in the water — the sea answers only to numbers.
The daily round that keeps an island growing, and the clock every reset runs on.
Everything in the Archipelago runs on UTC. The day turns over at 00:00 UTC. Three short visits a day beat one long one, because several of your meters fill up and then stop.
Every visit
Start a build, a research and a training order. Three queues, three clocks. Fill them before anything else.
Tap Help all in your Hive. It costs nothing, and it is how your own timers get shaved in return.
Spend stamina. It caps at 200 and refills one point every 5 minutes, which is more than a full bar a day. A hunt costs 10. A full bar is wasted stamina.
Send your marches out. Short gathers while you play, the longest gather you can reach before you sleep.
Clear the Intel board. 8 new missions every 8 hours. See Intel missions.
Collect the Sanctum's idle haul. It stops filling after 9 hours.
Once a day
The free Tavern call. One a day, and it counts toward the guarantee. See The Tavern.
The login reward on the Daily screen.
Daily Missions. Small jobs across the whole game. Each pays a little by itself and adds points toward five chests.
The Bounty Board. 3 bounties and a bonus chest for clearing all of them.
Arena attempts. You hold 5 and one comes back every hour.
Hive donations. 20 charges, one back every 7 minutes. Each click costs a little more than the last until the day resets.
The Hive's daily gift, and any gift chests your crewmates' purchases dropped.
The VIP chest. It grows every day in a row you claim it and falls back if you miss one.
The Storehouse ration. A free 50 stamina, once before noon UTC and once after.
Daily Missions
Missions you cannot do yet still show on the list, greyed out, so you can see what is coming. Forgot to claim? Anything you earned is mailed to you after the reset.
Chests open at 50 · 100 · 155 · 205 · 255 points
Task
Points
Needs
Start a building upgrade
20
open from the start
Produce 5,000 resources on your island
15
open from the start
Train 20 ships
20
Shipyards & Fleets
Send out 2 fleets
15
Shipyards & Fleets
Win 2 hunts on the map
20
Shipyards & Fleets
Recruit once at the Tavern
15
The Tavern
Complete a Blacksmith research
20
The Blacksmith
Claim a Bounty Board bounty
15
The Bounty Board
Clear a Sanctum stage
20
Navigator's Sanctum
Collect the Sanctum's idle haul
10
Navigator's Sanctum
Win an Arena battle
20
The Arena
Win a raid
25
Shipyards & Fleets
Contribute 100 to your Hive (donate or help)
20
The Hive
Hold the island through a Broodtide
20
The Broodtide
Before you log off
Queue the longest build and research you can afford. Sleep is free build time.
Send gather marches to the highest level islands you can reach. A full hold coming home is offline income.
Look at your shield. If it is down and you hold more than your Vault protects, spend the surplus or shield up. See the safe line.
Your Island
The Manor Ladder
Thirty levels of Captain's Manor. What each one costs, what it wants built first, and what it opens.
The Captain's Manor is the spine of your island. No building can be raised past the level the Manor allows, most systems open at a Manor level, and the island itself grows with it. When you are not sure what to do next, the answer is usually "whatever the next Manor level asks for".
Plan a level
Slide to the Manor level you are working toward.
How the gates work
Each Manor step lists buildings that must stand at a given level first. Tap the Manor and each missing one has a Go button that takes you to its plot.
Where you own several of a building, your tallest one counts.
Up to Manor 10 the gates introduce new buildings. From 11 on they settle into a rhythm: the Great Anchor one level behind the Manor, plus one of the Gun Foundry, Ironhull Drydock, Privateer Wharf or Blacksmith in turn.
Workshops and houses have a second gate of their own: every open station or bunk must be fitted to its cap before the building levels. See fitting out.
The full ladder
Manor
Cost
Build time
Build first
2
400400
20s
Timber Cove 1
3
800800
34s
Crew Quarters 2, Foundry 1
4
1.6k1.6k
44s
Distillery 2, Tavern 1
5
4.5k4.5k672
2m 26s
Vault 1, Gun Foundry 1, Crew Quarters 3
6
12.5k12.5k3.8k1.9k
9m 15s
Foundry 5, Great Anchor 1
7
35.1k35.1k10.5k5.3k
35m 8s
Timber Cove 6, Ironhull Drydock 1, Guard Post 1
8
98.3k98.3k29.5k14.8k
2h 13m
Arena 1, Lighthouse 1
9
167k167k50.2k25.1k
3h 4m
Blacksmith 1, Surgeon's Shack 1
10
284k284k85.3k42.6k
4h 14m
Shipyard 9, Command Center 9
11
483k483k145k72.5k
5h 50m
Great Anchor 10, Gun Foundry 10
12
821k821k246k123k
8h 4m
Great Anchor 11, Ironhull Drydock 11
13
1.4M1.4M419k209k
11h 8m
Great Anchor 12, Privateer Wharf 12
14
2.4M2.4M712k356k
15h 22m
Great Anchor 13, Blacksmith 13
15
3.3M3.3M983k491k
19h 58m
Great Anchor 14, Gun Foundry 14
16
4.5M4.5M1.4M678k
1d 1h
Great Anchor 15, Ironhull Drydock 15
17
6.2M6.2M1.9M936k
1d 9h
Great Anchor 16, Privateer Wharf 16
18
8.6M8.6M2.6M1.3M
1d 19h
Great Anchor 17, Blacksmith 17
19
11.9M11.9M3.6M1.8M
2d 9h
Great Anchor 18, Gun Foundry 18
20
16.4M16.4M4.9M2.5M
3d 2h
Great Anchor 19, Ironhull Drydock 19
21
21.5M21.5M6.4M3.2M
3d 16h
Great Anchor 20, Privateer Wharf 20
22
28.1M28.1M8.4M4.2M
4d 9h
Great Anchor 21, Blacksmith 21
23
36.9M36.9M11.1M5.5M
5d 5h
Great Anchor 22, Gun Foundry 22
24
48.3M48.3M14.5M7.2M
6d 4h
Great Anchor 23, Ironhull Drydock 23
25
63.3M63.3M19M9.5M
7d 9h
Great Anchor 24, Privateer Wharf 24
26
82.2M82.2M24.7M12.3M
8d 11h
Great Anchor 25, Blacksmith 25
27
107M107M32.1M16M
9d 18h
Great Anchor 26, Gun Foundry 26
28
139M139M41.7M20.8M
11d 5h
Great Anchor 27, Ironhull Drydock 27
29
181M181M54.2M27.1M
12d 21h
Great Anchor 28, Privateer Wharf 28
30
235M235M70.5M35.2M
14d 20h
Great Anchor 29, Blacksmith 29
The forest and the fog
Your whole island exists from the first day, but most of it stands under forest, and the far rings under fog as well. When the Manor reaches a new ring, a flag appears at the tree line. One tap clears it, opens the plots beneath and pays you Timber for the lumber.
Opens at
Forest ring
Timber you are paid for clearing it
Manor 1
Ring 0
the starting clearing
Manor 2
Ring 1
200
Manor 4
Ring 2
1.1k
Manor 6
Ring 3
8.8k
Manor 8
Ring 4
41.8k
What opens when
Most systems need a Manor level, and some also need their building to be standing.
System
Opens with
Your Island
Manor 1
Captain's Log
Manor 1
The Archipelago
Manor 1 + tutorial at the right step
The Wheel of Infamy
VIP 12 + tutorial at the right step
The Black Market
Manor 2 + tutorial at the right step
Daily Missions
Manor 2
Castaway's Charter
Manor 2
Your Crew
Manor 3 + Tavern built + tutorial at the right step
The Tavern
Manor 3 + Tavern built + tutorial at the right step
Navigator's Sanctum
Manor 3 + Navigator's Sanctum built
Shipyards & Fleets
Manor 4 + Gun Foundry built
Timed Events
Manor 4
Feats of Renown
Manor 4
The Bounty Board
Manor 4 + Bounty Board built
The Hive
Manor 5 + Great Anchor built
The Bear Trap
Manor 5 + Great Anchor built
Intel Missions
Manor 5 + Navigator's Sanctum built
The Comms
Manor 6 + tutorial at the right step
Treasure Voyage
Manor 6
Smuggler's Run
Manor 6
The Broodtide
Manor 6 + Tower built
The Voyage Pass
Manor 7
The Arena
Manor 7 + Arena built
Kingdom & the Crown
Manor 7
The Blacksmith
Manor 8 + Blacksmith built
The Leviathan Hunt
Manor 10
Hero Gear
Manor 15
The Beast Pen
Manor 15
Mastery Forging
Manor 20
The Governor
Manor 22
Your Island
Buildings
All twenty-four buildings by district: what each does and when it opens.
Your island is laid out in streets, with the Manor at the back and every door facing the harbour. Buildings belong to seven districts. Tap any building to open its sheet, and tap Enter on the sheet to go straight to the system it runs.
Building basics
One crew builds one thing at a time. A second builder can be rented for 250 Doubloons for 48 hours, or bought for good in the Treasury.
Nothing finishes for free. Spend speedup items on a running timer, or Doubloons to finish it outright. See speedups.
Ask your Hive. Every build posts a help request by itself once you are in a Hive.
The Manor is the ceiling. A building's next level shows the Manor level it needs.
Every building
Command district
Captain's Manor
The heart of the island. Its level caps every other building and opens new systems.
Manor 1Max level 30
Tavern
Recruit heroes here. One free call every day.
Manor 3Max level 1
Bounty Board
Three bounties a day, and a chest for clearing all three.
Manor 4Max level 1
Command Center
One more march slot every five levels, and room for bigger rallies.
Manor 9Max level 30
Trade district
Timber Cove
Sawbenches turn the forest into Timber.
Manor 1Max level 30
Foundry
Anvils hammer out Iron, the stuff of hulls and stations.
Manor 2Max level 30
Distillery
Copper stills make Rum. Every ship you train drinks some.
Manor 3Max level 30
Vault
Assay tables mint Gold, and the Vault's level sets how much of every resource raiders can never touch.
Manor 4Max level 30
Settlement district
Crew Quarters
Housing. One resident per bunk, up to four bunks a house, eight houses in all.
Manor 1Max level 10
Ship's Galley
Feeds the island. No meal, no resident. Better meals mean fewer sick days.
Manor 1Max level 25
Sick Bay
Where sick residents get back on their feet.
Manor 3Max level 20
Naval district
Shipyard
The harbour. Its level sets how many ships a single march can carry.
Manor 2Max level 30
Gun Foundry
Trains Broadsides. Its level opens Broadside tiers and bigger batches.
Manor 4Max level 30
Crow's Nest
Warns you of incoming raids. Higher levels tell you more about who is coming.
Manor 5Max level 20
Ironhull Drydock
Trains Vanguards. Its level opens Vanguard tiers and bigger batches.
Manor 6Max level 30
Privateer Wharf
Trains Longshots. Its level opens Longshot tiers and bigger batches.
Manor 7Max level 30
Surgeon's Shack
The Infirmary. More beds for wounded ships and a bigger share of every loss saved.
Manor 7Max level 20
Blacksmith
Research. Economy, military and logistics, one project at a time.
Manor 8Max level 30
Defense district
Guard Post
Command of the home garrison. Pick the three heroes who lead your ships when raiders land.
Manor 6Max level 20
Tower
Cannon batteries. They fire on raiders and on the Broodtide.
Manor 6Max level 10
Conquest district
Navigator's Sanctum
The Navigator's Sanctum: a thousand-stage solo ladder that also earns while you sleep.
Manor 3Max level 1
Arena
Hero squads against other captains' squads, on a seasonal trophy ladder.
Manor 7Max level 1
Social district
Great Anchor
Your door into a Hive. Its level makes every help tap on your timers bigger, and lets more crewmates tap.
Manor 5Max level 30
Lighthouse
A beacon over your home waters. The Manor asks for one on the way to level 8.
Manor 7Max level 20
Your Island
Resources & the Storehouse
Timber, Iron, Rum and Gold. Where they come from, where they are safe, and what Doubloons are for.
Four resources run the island. Timber and Iron build things. Rum crews your ships from the very first hull. Gold arrives last and is asked for by higher ship tiers, station supports and the dearer upgrades.
Where resources come from
Your workshops, steadily, as long as residents sit at the stations inside them.
Gathering at resource islands on the sea chart. This is your offline income.
Hunting sea beasts and raiding other captains.
Events, dailies and the Sanctum, in smaller, steadier amounts.
The four workshops
One workshop arrives at each of the first four Manor levels. A workshop's own level makes nothing. Its level opens more station spots and raises how far each station can be fitted, and the stations do the work. The figures below are a workshop at full stretch.
Hourly output with every station placed, seated and fitted to its cap
Workshop
Makes
Station
Opens
Lv 1 /h
Lv 5 /h
Lv 10 /h
Lv 20 /h
Lv 30 /h
Timber Cove
Timber
Sawbench
Manor 1
530
3.2k
21.1k
105k
388k
Foundry
Iron
Anvil
Manor 2
530
3.2k
21.1k
105k
388k
Distillery
Rum
Copper Still
Manor 3
530
3.2k
21.1k
105k
388k
Vault
Gold
Assay Table
Manor 4
280
1.7k
11.2k
55.9k
207k
The Storehouse and the safe line
Everything you own sits in one Storehouse, and the Storehouse has no ceiling. It does have a safe line for each resource. A raider who wins takes what sits above the line and can never touch what sits below it.
The safe line is your Vault's protection plus a flat bonus from your VIP rank. The VIP part only counts while your VIP time is running.
Vault level
Timber safe
Iron safe
Rum safe
Gold safe
1
2.2k
2.2k
0
336
5
6.3k
6.3k
1.9k
941
10
242k
242k
72.5k
36.2k
15
2.3M
2.3M
678k
339k
20
10.7M
10.7M
3.2M
1.6M
25
41.1M
41.1M
12.3M
6.2M
30
117M
117M
35.2M
17.6M
Tap any resource in the top bar to see your own line. It reads "safe up to" and the number.
Speedups and Doubloons
Doubloons are the premium coin. You earn a trickle from feats, events, login days and chests, and you can buy them. Their best uses are a second builder, shields when you need one, and stamina on a hunting day. Their worst use is finishing short timers.
Speedups are items that cut time off any running build, research or training order. Finishing a timer outright with Doubloons is priced by how much time is left.
Speedup item
Price
1m
1
5m
3
15m
8
1h
25
8h
150
Time left on the timer
Doubloons to finish now
up to 5m
5
up to 15m
12
up to 1h
25
up to 4h
55
up to 8h
110
up to 1d
220
longer
450 per day
The other coins
Most systems pay in a currency of their own, and each has a shop that takes it. The Glossary names every one. The ones you meet first:
Skeleton Keys make recruitment calls at the The Tavern.
Captain XP pools on your account and is poured into whichever hero you choose.
Alliance Credits, Arena Tokens and Event Tokens are spent at their posts in the Market.
Blueprints are asked for by the higher military research.
Your Island
Residents, Bunks & Stations
A bed and a meal make a resident. A resident at a station makes everything else.
The people walking your streets are your residents, and you can count them: there is one villager on the island for every resident you house. They are the engine under the whole economy.
How to get more residents
Your residents are the smaller of two numbers: the bunks you have placed and the meals your Galley serves. New residents move in the instant there is both a bed and a meal for them.
Bunks go inside Crew Quarters. Each house comes with its first bunk and opens one more spot per level, up to four.
Houses: you can build eight. The first two are there from Manor 1, and the rest open at Manor 3, 4, 5, 6, 7 and 8. That makes 32 residents on a fully housed island.
Meals come from the Ship's Galley. If the Galley falls behind your bunks, the Galley is the cap. Upgrade it.
Stations and seats
Each workshop holds up to six stations: Sawbenches in the Timber Cove, Anvils in the Foundry, Copper Stills in the Distillery, Assay Tables in the Vault. A station with a resident sitting at it produces. A station with nobody at it produces nothing at all.
Place a station and one idle resident sits down at it by themselves.
After that, seating is yours to manage. Open a workshop's Residents tab, or tap Fill all to seat every idle hand at once.
The crew pill in the top bar reads working / total and shows a red dot while a seat is empty.
A plank, a straw tick and a hook for a hat — one castaway sleeps dry.
1, 2, 3, 4
none
Fitting out
Every station and bunk has its own level. Raising it is instant, needs no builder, and can be held down to climb several levels at once. Stations cost Iron. Bunks cost Timber. Support pieces cost Gold and each adds a few percent to the whole workshop.
Spare hands
Once you house more residents than you have stations, the extras become spare hands. Each one lends every workshop 2%, up to 12 hands. Housing is never wasted.
Sickness
When raiders win a fight on your island, some residents are laid up and leave their stations. They recover in the Sick Bay, a few at a time. A better Galley helps twice: each meal tier above the first means 8% fewer residents fall sick and the rest recover 8% faster.
Crew
Heroes
The full roster. Who they are, what they lead, and how you get them.
Heroes are the captains who sail under you, and the game lists them on the Captains screen. They ride with your fleets, lead your garrison, fight for you in the Arena and the Sanctum, and a few of them simply make your workshops run better by being on the payroll. Tap any card for the full kit.
Every hero has a type: Vanguard, Broadside or Longshot. On a march, a hero's stats flow into the ship stacks of their own type, and their signature ability fires from the biggest of those stacks. See the Trinity.
A march carries up to three heroes. The order you pick them in matters: the hero in slot 1 is the one whose skill you lend when you join a rally.
Squad fights use five. The Arena, the Sanctum, the Leviathan and the Bear Trap send a lineup of five heroes, each leading a squad.
Three heroes lead your garrison, one of each type. See your garrison.
Rarity
Rare heroes are your economy officers. Each one raises a single resource's production by 15% for as long as you own them. They carry two skills in each tree.
Epic heroes are the working fighters, two for each ship type, with three skills in each tree.
Legendary heroes arrive in generations of three as your kingdom ages. They add an exclusive weapon and a six-chapter Chronicle that unseals as they earn stars.
Getting a hero
Every hero unlocks at 10 shards, whatever the rarity. Shards after that go into stars. Heroes start at zero stars.
Crimson Vane is the free Legendary. The Log, the login calendar and the Landfall give you enough shards to unlock him and start on his stars in your first week.
Other Legendaries come from shard rotations in the Market, events and packs. Two are reserved for the VIP ladder.
New generations join when your kingdom is old enough. See the launch script.
Once you own a hero, Raising Heroes covers levels, stars, skills, weapons and gear.
Crew
Raising Heroes
Levels, stars, skills, exclusive weapons and gear. Five ways a hero grows, and which to feed first.
A hero grows along five tracks. They stack, and each is fed by a different item, so you are rarely choosing between them. You are choosing which hero gets fed.
Levels
Captain XP lands in one shared pool, from hunts, the Sanctum, Arena wins, Intel and chests. Open a hero and press Level up to spend it. Hold the button to climb several levels. Heroes go to level 80, and the last thirty levels cost far more than the first fifty.
Levels
XP per level
XP spent by the end of the band
1 to 10
100
1k
11 to 20
300
4k
21 to 30
800
12k
31 to 40
2,000
32k
41 to 50
5,000
82k
51 to 55
13,800
151k
56 to 60
27,700
290k
61 to 65
55,400
566k
66 to 70
110,800
1.1M
71 to 75
221,500
2.2M
76 to 80
443,000
4.4M
Stars
Shards beyond the unlock go into pips. Six pips make a star, and five stars is the top. Every pip adds 5% of the hero's base stats, so a five-star hero stands at two and a half times where they started. The cost per pip is the same for every rarity.
Star
Shards for each of the six pips
Star total
Running total with the unlock
0★ to 1★
1 · 2 · 2 · 2 · 2 · 5
14
24
1★ to 2★
5 · 5 · 5 · 5 · 5 · 15
40
64
2★ to 3★
15 · 15 · 15 · 15 · 15 · 40
115
179
3★ to 4★
40 · 40 · 40 · 40 · 40 · 100
300
479
4★ to 5★
100 · 100 · 100 · 100 · 100 · 100
600
1,079
Stars do more than raise stats. They open skill slots, lift the cap on skill levels, level the signature ability, and unseal a Legendary's Chronicle.
Skills
Each hero has two skill trees.
Conquest skills work in the Navigator's Sanctum only. They level with Conquest Books.
Expedition skills work everywhere else: hunts, raids, rallies, the Arena, bosses and island defence. They level with Expedition Books.
First skill in each tree
open at 0★
Second
opens at 2★
Third
opens at 3★
Skill level cap
stars + 1
Books for levels 2, 3, 4, 5
10 · 25 · 45 · 75
A skill is already working at level 1. Level 5 needs a four-star hero. Many Expedition skills roll a chance on every volley, which is why a slightly weaker fleet sometimes wins: luck is part of the sea.
The signature ability
Every hero has one ability that fires on a cooldown during battle. It cannot be levelled with books. It rises by itself at 2★, 3★, 4★ and 5★.
Exclusive weapons
Each Legendary owns a named weapon with ten levels. It adds Attack, Defense, Health and Lethality, and carries two skills of its own:
a Conquest skill for the Sanctum, which levels at weapon levels 1, 3, 5, 7 and 9;
an Expedition skill that only fires in one situation, either when the hero leads a rally or when the hero defends your island. It levels at weapon levels 2, 4, 6, 8 and 10.
Weapons are raised with Weapon Widgets. Widgets come per generation: Gen 1 widgets feed any Gen 1 weapon and no other. The two VIP heroes share the Gen 1 supply. The first level costs 5 widgets and each level after costs 5 more, 275 in all.
Hero gear
Gear opens at Manor 15. Each hero wears four pieces: helm, chest, gloves and boots. Gear drops from Gear Crates, which come from hunts, Fortune Chests, Sanctum bosses and the Sanctum's idle haul. Crates you earn before Manor 15 wait for you.
Gear comes in three sets, one per ship type. Two pieces of a set add 5% to Attack, Defense and Health. All four add 12% and 8% Lethality.
Enhance a piece with Whetstones. Each level adds 8% to what the piece gives.
Reforge a piece for 8 Whetstones to re-roll which set it belongs to.
Gloves and boots are the offensive slots. They are where gear Lethality comes from.
Rarity
Stat strength
Enhance cap
Chance from a crate
Common
×1
+10
52%
Rare
×1.6
+15
30%
Epic
×2.4
+20
13%
Legendary
×3.6
+30
4%
Mythic
×5.4
+46
1%
Mastery Forging opens at Manor 20. It multiplies everything a piece gives, up to five times over, and is paid in Mastery Hammers. Each Mastery level needs the piece enhanced to a certain level first, so only the rarest pieces can be forged all the way.
Lethality
Lethality is the fourth combat stat: a flat boost to all damage dealt. No hero starts with any. It is earned from exclusive weapons, gloves and boots, the second Expedition skill of Broadside and Longshot heroes, research, pets and VIP.
Crew
The Tavern
Recruitment, with the real odds on the table and the guarantees spelled out.
The Tavern is where you recruit. Every call hands you exactly one thing off a weighted table. Often that is hero shards. Just as often it is Captain XP, a speedup or a crate of resources. Nothing is wasted, and the odds below are the real ones.
Advanced Recruitment
Calls cost Skeleton Keys, which come from the Captain's Log, login days, bounties and events. One call a day is free, and the free call counts toward the guarantees like any other.
Captain XP ×1,00020%
Rare Hero — 1 shard18%
5m Speedup12%
Captain XP ×5,00010%
Epic Hero — 1 shard9%
Timber ×1,5006%
Gold ×1,5006%
Iron ×1,5005.5%
Rum ×1,5005.5%
Rare Hero — 10 shards4%
Legendary Hero — 1 shard2%
Epic Hero — 10 shards1.8%
Legendary Hero — 10 shards0.2%
An Epic hero drop within
30 calls
A Legendary 10-shard drop within
100 calls
This week's featured hero
+50% rate
Epic Recruitment
The second banner opens Fortune Chests. Chests drop from hunts, bounties, rallies and events, or cost 150 Doubloons each. The table is richer, and every chest also carries 2 Whetstones and a one-in-four chance of a Gear Crate.
Rare Hero — 1 shard15%
Captain XP ×5,00015%
1h Speedup15%
Epic Hero — 1 shard13%
Captain XP ×10,00010%
Timber ×10,0006%
Gold ×10,0006%
Rare Hero — 10 shards5%
Legendary Hero — 1 shard4%
Rum ×5,0003.8%
Iron ×5,0003.7%
Epic Hero — 10 shards3%
Legendary Hero — 10 shards0.5%
An Epic hero drop within
40 chests
A Legendary 10-shard drop within
200 chests
Spending keys well
Take the free call every day. Over a month that is thirty calls and most of an Epic guarantee for nothing.
The Pirate Lord Trials have a day that scores recruitment. If the Trials are close, hold your keys for it. See the Trials.
Shards for a hero you have already maxed are not lost. They turn into Shard Dust, which buys shards of your choice from the roster.
Fleet & Sea
Ships & the Trinity
Three hull types, ten tiers each, and the triangle that decides most fights before they start.
Your navy is made of three kinds of hull. Each beats one and loses to another. Learn the triangle and you will win fights against captains with more ships than you.
The Trinity
The Trinity. Each hull type hits the one it counters harder and takes less from it.
A hull firing on the type it counters deals 35% more damage. A hull firing on the type that counters it deals 30% less. Every stack in a battle picks its target by this rule, going for the largest enemy stack of the type it beats.
Vanguard
Armored ram — the frontline wall. Crushes Broadside hulls, slow but hard to sink.
Built at
Ironhull Drydock
Beats
Broadside
Tier 1 attack / defense / hull
10 / 20 / 90
Speed
80
Tier 1 hold
30
Broadside
Balanced gun-deck — the workhorse. Tears through Longshot raiders.
Built at
Gun Foundry
Beats
Longshot
Tier 1 attack / defense / hull
8 / 10 / 40
Speed
100
Tier 1 hold
50
Longshot
Swift chaser — long guns and big holds. Outranges Vanguards, but thin-hulled.
Built at
Privateer Wharf
Beats
Vanguard
Tier 1 attack / defense / hull
14 / 5 / 25
Speed
130
Tier 1 hold
80
The three yards
Each type is built at its own yard, and the three yards run their own queues side by side. The Gun Foundry opens first, the Ironhull Drydock at Manor 6 and the Privateer Wharf at Manor 7.
A yard's level unlocks higher tiers of its hull and bigger training orders.
Each yard holds up to 5 orders in its queue.
The promote arrow lifts ships you already own up one tier for much less than building new ones.
Training orders can be helped by your Hive, one order at a time.
Tiers
Every hull climbs from Tier 1 to Tier 10. A higher tier is stronger, carries more and costs more. All ships drink Rum from the first tier. Gold joins the bill at Tier 3.
Broadside
Tier
Gun Foundry
Cost per ship
Time per ship
Attack
Defense
Hull
Hold
T1
Lv 1
507520
12s
8
10
40
50
T2
Lv 4
8012032
16s
10
12.5
50
57
T3
Lv 7
1281925126
21s
12.5
15.6
62
66
T4
Lv 11
2053078241
28s
15.6
19.5
78
76
T5
Lv 14
32849213166
38s
19.5
24.4
98
87
T6
Lv 17
524786210105
50s
24.4
30.5
122
101
T7
Lv 20
8391.3k336168
1m 6s
30.5
38.1
153
116
T8
Lv 24
1.3k2k537268
1m 28s
38.1
47.7
191
133
T9
Lv 27
2.1k3.2k859429
1m 57s
47.7
59.6
238
153
T10
Lv 30
3.4k5.2k1.4k687
2m 36s
59.6
74.5
298
176
Vanguard
Tier
Ironhull Drydock
Cost per ship
Time per ship
Attack
Defense
Hull
Hold
T1
Lv 1
9011036
19s
10
20
90
30
T2
Lv 4
14417658
25s
12.5
25
112
35
T3
Lv 7
2302829246
34s
15.6
31.2
141
40
T4
Lv 11
36945114774
45s
19.5
39.1
176
46
T5
Lv 14
590721236118
59s
24.4
48.8
220
52
T6
Lv 17
9441.2k377189
1m 19s
30.5
61
275
60
T7
Lv 20
1.5k1.8k604302
1m 45s
38.1
76.3
343
69
T8
Lv 24
2.4k3k966483
2m 20s
47.7
95.4
429
80
T9
Lv 27
3.9k4.7k1.5k773
3m 6s
59.6
119.2
536
92
T10
Lv 30
6.2k7.6k2.5k1.2k
4m 7s
74.5
149
671
106
Longshot
Tier
Privateer Wharf
Cost per ship
Time per ship
Attack
Defense
Hull
Hold
T1
Lv 1
402516
7s
14
5
25
80
T2
Lv 4
644026
9s
17.5
6.2
31
92
T3
Lv 7
102644120
12s
21.9
7.8
39
106
T4
Lv 11
1641026633
16s
27.3
9.8
49
122
T5
Lv 14
26216410552
22s
34.2
12.2
61
140
T6
Lv 17
41926216884
29s
42.7
15.3
76
161
T7
Lv 20
671419268134
39s
53.4
19.1
95
185
T8
Lv 24
1.1k671429215
52s
66.8
23.8
119
213
T9
Lv 27
1.7k1.1k687344
1m 9s
83.5
29.8
149
245
T10
Lv 30
2.7k1.7k1.1k550
1m 31s
104.3
37.2
186
281
How many ships you can send
The Shipyard is your harbour. Its level sets how many ships one march can carry, and that number grows enormously: thirty at the start, a hundred and sixty thousand at the top.
Level
Ships per march (Shipyard at this level)
Ships per training order (yard at this level)
1
30
17
3
70
40
5
150
63
8
710
97
10
2,000
120
12
4,500
196
15
15,000
310
18
31,000
424
20
50,000
500
25
120,000
927
30
160,000
1,353
Ships at home
Ships that are not out on a march are not idle. Every ship in your harbour fights in the garrison when your island is attacked. See your garrison.
Fleet & Sea
The Sea Chart
How the world is laid out, how marches work, and how to turn stamina and time into cargo.
Beyond your beach lies one shared sea per kingdom: 384 cells across, with the Maelstrom Citadel at its dead centre. Everything on it is arranged by distance from that centre. The closer to the Maelstrom, the richer and the deadlier.
Reading the chart
The rim, where every new island lands
The middle sea
The Citadel core, closed to islands
The eight warden rings, 8 at the rim to 1 at the door
Fortress (4)
Sanctuary (12)
The Maelstrom Citadel
One kingdom's sea, 384 cells a side. Distance is measured in square rings, so the bands are squares, not circles.
You start on the rim. Every new island lands in the outer band, where the beasts are small enough for a fresh fleet.
Sail inward for more. Beast levels, resource island levels and the great wardens all climb as you approach the centre.
The minimap shows the whole kingdom, your island as a gold pip, and your fleets as moving dots. Tap it to jump.
Find cycles through the nearest resource island or beast of the level you ask for.
Zoom all the way out to see the other kingdoms. You can look around any of them and message their captains, but you cannot sail there.
Sending a march
Tap a target and its sheet offers the one thing you can do there: Gather, Hunt, Scout, Raid or Rally. The deploy screen then opens already filled in, with your strongest free heroes and a full load of your best ships, or whatever you sent last time on that kind of trip.
Three hero slots. Slot 1 is the hero you picked first.
A slider for every stack of ships at home, up to your Shipyard's limit.
One button, labelled with the trip, its stamina cost and its sailing time.
When a march comes home its ships fold back into your harbour by themselves. There are no fleets to manage between trips.
March slots to start
3
Command Center
+1 every 5 levels
VIP 6 and up
+1 while VIP time runs
The most you can field
8, plus 1 bought for good
Stamina
Fighting on the sea costs stamina. Gathering, scouting and raiding other captains cost none.
Full bar
200
Refill
1 every 5 min
A hunt
10
Opening a rally
25
Joining a rally
free
Storehouse ration
+50 every 12h
Tap the stamina pill in the top bar for the ration, a Doubloon refill and Stamina Ration items, which can push you past a full bar.
Gathering
Resource islands come in eight levels for each of the four resources. Your fleet sails out, loads until its holds are full or the island runs dry, and sails home. Bigger holds and more ships mean more cargo. Longshots carry the most.
Level
Holds
Cells from the Citadel
Refills after
On the chart from
1
5.6k
169 to 184
4h
day 0
2
22.8k
147 to 177
5h
day 0
3
127k
126 to 156
6h
day 0
4
804k
104 to 134
7h
day 0
5
2.6M
82 to 112
8h
day 0
6
6.3M
60 to 90
9h
day 0
7
13.2M
39 to 69
10h
Gen 2
8
27.2M
32 to 47
11h
Gen 3
Fleet & Sea
Beasts & Wardens
What swims out there. Thirty levels of brood to hunt alone, and eight wardens no captain takes alone.
The Maelstrom is a prison. The Drowned Kingdom built it and bound eight great beasts into it as living seals, one to a ring, circling. The seals are slipping. What you meet on the sea is either a warden off its ring or the spawn it sheds.
The brood
Roaming beasts are warden spawn drifting outward on the current. They come in five kinds across thirty levels, and you hunt them with a single march. They are your everyday fight: stamina in, resources and Captain XP out.
Brine Skitters levels 1 to 6
Warden spawn, knuckle-high and far too many of them. Every ring sheds them; none of the wardens has ever seemed to mind.
Reef Serpents levels 7 to 12
Tide Serpent brood, still small enough to take for a rope in the water. Not for long, and never twice.
Storm Rays levels 13 to 18
Ray brood, running the weather line. Where they shoal, the warden is somewhere underneath them.
Abyssal Maws levels 19 to 24
Angler brood that never grew a light. All the appetite, none of the patience.
Drowned Leviathans levels 25 to 30
Not the Elder. Its castoffs — things that came up too near the door, too early, and were never finished.
A hunt costs 10 stamina and is decided the moment your fleet arrives.
Every hero on the march earns the full Captain XP, so bring three.
Loot is limited by what your surviving ships can carry home.
Each kill has a chance to drop a Fortune Chest and a Gear Crate.
A slain pack surfaces again somewhere else in its band a little later.
Level
Brood
Ships
Cells from the Citadel
Loot (up to what your holds carry)
Captain XP
1
Brine Skitters
8
169 to 184
800800300150
400
2
Brine Skitters
10
164 to 184
912912342171
456
3
Brine Skitters
16
159 to 184
1k1k390195
520
4
Brine Skitters
23
153 to 183
1.2k1.2k444222
593
5
Brine Skitters
36
148 to 178
1.4k1.4k507253
676
6
Brine Skitters
62
143 to 173
1.5k1.5k578289
770
7
Reef Serpents
111
138 to 168
1.8k1.8k658329
878
8
Reef Serpents
204
132 to 162
2k2k751375
1k
9
Reef Serpents
375
127 to 157
2.3k2.3k856428
1.1k
10
Reef Serpents
688
122 to 152
2.6k2.6k976488
1.3k
11
Reef Serpents
1.1k
117 to 147
3k3k1.1k556
1.5k
12
Reef Serpents
1.9k
111 to 141
3.4k3.4k1.3k634
1.7k
13
Storm Rays
3.2k
106 to 136
3.9k3.9k1.4k723
1.9k
14
Storm Rays
5.3k
101 to 131
4.4k4.4k1.6k824
2.2k
15
Storm Rays
9.1k
96 to 126
5k5k1.9k939
2.5k
16
Storm Rays
13k
90 to 120
5.7k5.7k2.1k1.1k
2.9k
17
Storm Rays
18.7k
85 to 115
6.5k6.5k2.4k1.2k
3.3k
18
Storm Rays
27.5k
80 to 110
7.4k7.4k2.8k1.4k
3.7k
19
Abyssal Maws
39.6k
75 to 105
8.5k8.5k3.2k1.6k
4.2k
20
Abyssal Maws
58.1k
69 to 99
9.6k9.6k3.6k1.8k
4.8k
21
Abyssal Maws
80k
64 to 94
11k11k4.1k2.1k
5.5k
22
Abyssal Maws
109k
59 to 89
12.5k12.5k4.7k2.4k
6.3k
23
Abyssal Maws
150k
54 to 84
14.3k14.3k5.4k2.7k
7.1k
24
Abyssal Maws
206k
48 to 78
16.3k16.3k6.1k3.1k
8.1k
25
Drowned Leviathans
283k
43 to 73
18.6k18.6k7k3.5k
9.3k
26
Drowned Leviathans
346k
38 to 68
21.2k21.2k7.9k4k
10.6k
27
Drowned Leviathans
426k
33 to 63
24.1k24.1k9.1k4.5k
12.1k
28
Drowned Leviathans
524k
32 to 57
27.5k27.5k10.3k5.2k
13.8k
29
Drowned Leviathans
642k
32 to 52
31.4k31.4k11.8k5.9k
15.7k
30
Drowned Leviathans
791k
32 to 47
35.8k35.8k13.4k6.7k
17.9k
The eight wardens
The wardens themselves are a different matter. They can only be fought by a rally: one captain sounds the horn and their Hive sails together. See rallies. Each warden keeps to its own ring, numbered 8 at the rim down to 1 at the Maelstrom's door, and the deeper ones only surface as your kingdom grows older.
8
Reef Drake creature level 1, from day 0
No longer than a longboat, and it suns itself on the shoals like it owns them. Every captain's first real fight — and the first thing out here that ever answered a horn.
1.9k strong169 to 184 cells out2 Beast Cores a win
60k60k30k12k
7
Tide Serpent creature level 2, from day 0
It runs with the tide and turns with it, so you never fight it where you found it. The old charts mark its ring. It has not been on it in four hundred years.
14.4k strong147 to 177 cells out3 Beast Cores a win
78k78k39k15.6k
6
Brine Kraken creature level 3, from day 0
Eight arms, no hurry. It takes a hull the way you'd take a cork from a bottle — slowly, and all at once.
61.2k strong126 to 156 cells out4 Beast Cores a win
101k101k50.7k20.3k
5
Storm Ray creature level 4, surfaces on kingdom day 30
It rides ahead of foul weather, which is why every squall out here looks sent. A warden pulling on its tether drags the sky along with it.
317k strong104 to 134 cells out5 Beast Cores a win
132k132k65.9k26.4k
4
Abyssal Angler creature level 5, surfaces on kingdom day 60
The light comes first. By the time you've worked out the light is attached to something, you've been sailing toward it an hour.
491k strong82 to 112 cells out6 Beast Cores a win
171k171k85.7k34.3k
3
Frost Orca creature level 6, surfaces on kingdom day 100
It carries cold up from where cold lives. Rigging stiffens, hands slow, and it circles — always the same way round. The way its ring once turned.
1.3M strong60 to 90 cells out7 Beast Cores a win
223k223k111k44.6k
2
Maelstrom Hydra creature level 7, surfaces on kingdom day 150
It surfaces in nine places at once and none of them are guesses. Named for the prison it was bound to — not the other way about, whatever the new charts say.
1.6M strong39 to 69 cells out8 Beast Cores a win
290k290k145k57.9k
1
Elder Leviathan creature level 8, surfaces on kingdom day 210
The first thing that ever came up, and the only one that has never gone back down. It does not circle the Maelstrom. The Maelstrom circles it.
2.3M strong32 to 47 cells out9 Beast Cores a win
376k376k188k75.3k
A warden's loot is shared between everyone in the rally. Its Beast Cores are not shared: every captain in a winning rally receives the full count. Cores are the only way to tame a warden of your own, which is the business of the Beast Pen.
Fleet & Sea
The Beast Pen
Tame a warden, raise it, and every ship you own fights harder for good.
A warden pulled off its ring has spent an age being the line that holds, and it goes looking for a new line. Give it one. A tamed warden does not sail into battle. It strengthens every squad you own, all the time, and the bonuses of every beast in your pen add together.
Opens at
Manor 15
And when the kingdom is
40 days old
To tame one
10 Beast Cores
Beast calls at once
1
Taming
Each warden is tamed with ten Beast Cores of its own kind, and cores only drop from winning a rally against that warden. You cannot buy the beast itself.
The pen is also a ladder. Each warden asks that the one before it is already tamed and raised to a certain level, so nobody skips to the deep ones.
Warden
Quality
Level cap
Surfaces
Needs first
Beast call
Reef Drake
Rare
50
day 0
nothing
Drake's Wake: The drake breaks the water ahead of your hulls — every squad strikes harder.
Tide Serpent
Rare
50
day 0
Reef Drake at level 15
Tidal Coil: The serpent coils about your keels, turning shot aside.
Brine Kraken
Epic
70
day 0
Tide Serpent at level 15
Crushing Grasp: The kraken drags enemy hulls low, and your gunners find the seams.
Storm Ray
Epic
70
day 30
Brine Kraken at level 15
Squall Charge: The ray runs ahead of the squall and your whole line rides the gust in.
Abyssal Angler
Epic
70
day 60
Storm Ray at level 30
Lure of the Deep: The angler's light steadies frightened crews; they hold longer.
Frost Orca
Legendary
100
day 100
Abyssal Angler at level 30
Frostbite: The orca's cold seizes rigging and limbs alike — wounds bite deeper.
Maelstrom Hydra
Legendary
100
day 150
Frost Orca at level 30
Nine Maws: The hydra surfaces on nine fronts at once and the enemy line splits.
Elder Leviathan
Legendary
100
day 210
Maelstrom Hydra at level 30
Call of the Deep: The elder calls, and every beast in the sea answers to your flag.
Raising a beast
Levels cost Chum. Every level adds a sliver of Attack and Defense to all your squads.
Every 10 levels the beast must be advanced before it can go on. Advancing costs Ring-Iron, the old tether metal, and gives a bigger jump.
Level caps depend on quality: Rare wardens stop at 50, Epic at 70, Legendary at 100.
Refinement
Each beast also carries six small bonuses: Health and Lethality for each of the three ship types. Spend a Taming Mark to re-roll all six. Every stat can step up to a better band and rolls again inside it, and it keeps whichever is higher, the old value or the new one. A refinement can never make a beast worse.
Band
Each stat rolls
Chance a roll steps up a band
Weathered
+0.1% to +0.3%
40%
Brined
+0.3% to +0.6%
26%
Storm-touched
+0.6% to +1%
15%
Abyssal
+1% to +1.5%
6%
Primordial
+1.5% to +2.2%
top band
Beast calls
At level 10 a beast learns its call: a strong buff to all your squads that lasts 2 hours and then rests for 20. The call grows stronger every ten levels. Only one call can be active across your whole pen, so sound the right one before a rally, a Citadel fight or a big raid.
Chum, Ring-Iron and Taming Marks: the Hive Stores, the Arena Quartermaster and the Warden's Bazaar each stock some every week, and the Treasury sells them. See Stores & VIP.
War
How Battles Work
What actually happens when two fleets meet, where your losses go, and how to read the report.
Every fight in the game, from a level 1 hunt to the Citadel, is settled by the same rules. You do not steer it. You win it beforehand, with what you send and who leads it.
The shape of a fight
Each stack fights as a unit. Your 400 Tier 3 Broadsides are one unit. Your 200 Tier 2 Longshots are another.
Both sides fire at the same time, volley after volley, until one side has nothing left.
Targets follow the Trinity. A stack aims at the biggest enemy stack of the type it counters, for 35% more damage. See the Trinity.
Size sets the tempo. Huge fleets hit proportionally harder, so big battles do not drag. Size changes how fast a fight ends, never who wins it.
A fight that somehow lasts 300 volleys ends with the attacker pulling back.
What heroes add
A hero on a march strengthens the stacks of their own type and fires their signature ability from the largest of them. Their Expedition skills switch on at the first volley: some are flat boosts to your squads, some weaken the enemy, and many roll a chance on every volley.
Four stats matter. Attack and Lethality raise the damage you deal. Defense and Health decide how long your hulls last. Shields from abilities can absorb at most half a unit's hull, and no stack of damage reduction can cut a hit below a quarter.
Where your losses go
Ships that fall in battle are not all gone. With no Surgeon's Shack, half of every loss is saved, and a taller Shack saves more, up to 85%.
Lightly injured
return by themselves after a short timer
Injured
wait in the Infirmary until you pay to heal them
Lost
gone for good
Healing costs a fraction of what the ships cost to build and runs on a timer your Hive can help with.
The Infirmary has beds, set by your Surgeon's Shack level. When it is full, 30% of the overflow dies and the rest are taken by the Press Gang.
Press-ganged ships can be bought back with Loyalty, which trickles in at 120 a day.
The battle report
Every fight writes a report. It arrives by mail, and a toast takes you straight to it. Your side is always on the left in teal.
Overview: ships sent, kills, losses, injured, lightly injured, and the Power each side lost.
Bonus details: the real stat bonuses each side's ships fought with.
Heroes and skills: how often each skill triggered, the damage it dealt and the damage it saved.
The timeline: how the fight swung, volley by volley.
Insights: a few plain sentences on why it went the way it did. A counter, a stat gap, a lucky skill.
Star a report to keep it, or share it to Hive or World chat. Anyone in your kingdom can open a shared report.
War
Raids, Shields & Defense
How to take another captain's stores, and how to keep yours.
Sooner or later someone sails at your island, or you sail at theirs. This page covers both ends of that march.
Shields
A shielded island cannot be scouted, raided or rallied. Every new captain starts under a 72-hour shield. After that, protection is something you choose.
Shield
Price
Supply
8h charge
free
5 charges, one back every 7 days
2h shield
40
any time off cooldown
8h shield
120
any time off cooldown
24h shield
300
any time off cooldown
72h shield
700
any time off cooldown
Scouting
Scout before you commit. A scout is a small, fast march that carries no heroes and fights nobody. The more ships you send, the more the report reveals, and bigger targets need more ships for the same detail. A good Crow's Nest on the other side may spot your scout.
Raiding
Tap an unshielded island and choose Raid. Your shield drops.
The defender is warned. They always get at least 30 seconds.
Your march fights the island's garrison and its towers.
Win, and your surviving ships load everything above the defender's safe line, up to what their holds can carry, and sail home with it.
A solo raid on an island of similar strength is hard on purpose, because every ship the defender owns is at home. Islands like that are rally targets. Solo raids are for softer prey, or for captains whose fleets are out.
Your garrison
You do not have to set up a defence for it to exist.
Every ship in your harbour defends. Ships out on a march do not.
Three heroes lead the garrison, one of each type. Choose them at the Guard Post. If your pick is away, the strongest hero of that type at home steps in.
Towers fire on the attackers. Against raids they fire at half strength.
A Legendary whose weapon skill reads "when defending the island" uses it here.
If you are anchored to your Hive, the Chain Net stiffens the whole garrison. See anchoring.
Garrison losses go to your Infirmary and Press Gang like any others.
The Crow's Nest
The Crow's Nest sounds the alarm the moment a raid sets sail, with a countdown on every screen. A taller Nest tells you more.
Crow's Nest level
The warning adds
1
that an attack is coming, when it lands
5
how many ships
10
which hull types
15
who leads it
Fire
Losing a defence does more than cost you resources. Some of your residents are laid up, and the island catches fire.
Island integrity
100 +10 per Guard Post level
Each lost defence
−25
While burning
−5 an hour
Repair
+25 every 30 min
Douse it now
120 Doubloons
If integrity reaches zero, your island is carried off to a random spot in the same waters and given a free 8-hour shield. It is the sea's way of ending a siege: nobody can farm the same island forever.
Not being a target
Keep your stores under the safe line. Raiders check the scout report, and an island with nothing above the line is not worth the ships.
Raise the Vault. Its protection is sized to keep your next Manor upgrade safe.
Keep VIP time running if you can. It adds a large flat amount to the safe line.
Use the free shield charges before a night away. You hold up to 5.
Join a Hive and anchor. Lone islands get picked first.
War
The Arena
Five heroes against five, a trophy ladder, and a reset every season.
The Arena is where you fight other captains without risking a plank of your island. It opens at Manor 7 once the Arena is built. Nothing is lost here except trophies.
How it works
You set one lineup of five heroes. Each leads a squad of a hundred ships. The same lineup attacks for you and defends for you while you are away.
Pick an opponent from the Challenge List. The fight resolves at once and you get the full battle report.
Win and you take trophies from them. Beating someone above you pays more.
A draw goes to the defender. If time runs out, the attacker needs clearly more hull left to be given the win.
The Arena uses Expedition skills.
Attempts
5
One returns every
hour
Refill
50 Doubloons
Each win pays
150 Gold, 400 Captain XP, 1 token
Tiers and seasons
A season lasts 30 days. When it ends you are paid by the highest tier you reached, not where you finished, and trophies are pulled part of the way back toward the middle for a fresh climb.
Tier
Trophies
Season reward, by your peak tier
Bronze
0
20 Arena Tokens50 Doubloons
Silver
400
40 Arena Tokens120 Doubloons
Gold
800
70 Arena Tokens220 Doubloons
Platinum
1,200
110 Arena Tokens360 Doubloons
Diamond
1,600
160 Arena Tokens540 Doubloons
Legend
2,000
240 Arena Tokens800 Doubloons
Building a lineup
Mix the three types. A lineup of one type folds to whoever brings its counter.
Stars and skill levels count for more here than raw ship numbers, because every squad is the same size.
Look at your opponent's lineup before you attack. The list shows their five faces.
Arena Tokens are spent at the Arena Quartermaster in the Market, which stocks hero shards on a rotation along with Beast Pen supplies.
War
The Sanctum & Intel
A thousand-stage climb for your heroes, an income that runs while you sleep, and a mission board that refills three times a day.
The Navigator's Sanctum is the solo campaign: your five best heroes against a ladder of 1,000 stages. It opens at Manor 3 and it is the best steady source of Captain XP in the game.
Climbing
Pick five heroes on the Squad Settings screen. Quick Deploy fills it with your strongest.
You can only attempt the next stage. There is no going back to farm old ones.
Every 5th stage is a boss with an ability of its own. Every 10th is a wall, tougher than its neighbours.
When your squad's power is at least double the stage's, the button reads Victory is assured and skips the fight.
Losing costs nothing. Raise your heroes and try again.
What a first clear pays
Captain XP and Gold on every stage, growing with depth.
Bosses add a Gear Crate and 8 Mastery Hammers.
Hero shards on the first four stages, on every boss up to stage 60, and on every twentieth stage after that.
The Smuggler's Boat
The chest on the Sanctum screen fills by itself, around the clock, at a rate set by the highest stage you have cleared. It pays Gold, Captain XP and, the deeper you are, Gear Crates more and more often.
Per stage cleared, each hour
10 Gold, 30 Captain XP
Stops filling after
9 hours
Every stage you clear is a permanent raise. Collect it at least twice a day so it never sits full.
Intel missions
The Intel board opens at Manor 5. It pins 8 missions every 8 hours, at 00:00, 08:00 and 16:00 UTC, and it is the metronome of a good day.
Three kinds turn up: Sea Beast Hunts, Castaway Rescues and Tavern Brawls. Each costs 10 stamina.
Missions come in five qualities. Better quality means a harder fight and a richer reward.
The Dread Bounty is the board's boss. It costs 25 stamina and grows tougher each time you beat it in a cycle.
Rewards include Captain XP, Crimson Vane shards on the better missions, and Bear Arrows for your Hive's Bear Trap.
Completing missions raises your Intel level, up to 20, which improves the quality the board deals you.
Hive & Crown
The Hive
Alliances. Free timer help, gifts, shared buffs, and the people you will go to war beside.
A Hive is an alliance of captains in one kingdom. Joining one is the single biggest upgrade available to a new player, and it costs nothing. The Hive opens at Manor 5 once you have built the Great Anchor.
Founding or joining
Tap the Hive tab, or the big button in Alliance chat. The panel has two tabs.
Join lists every Hive in your kingdom with its tag, level and member count. Open Hives have a Join button.
Create needs a name and a tag of 3 to 5 letters, and a choice between open to all and invite only.
You can belong to one Hive at a time. Ranks run Member, Elder, Officer, Leader. A Hive starts with room for 50 captains and gains 5 more with every Hive level. The Hive levels up from its members' contribution.
Help
Every build, research, training order and Infirmary heal you start posts a help request by itself. Each crewmate can tap it once, and each tap cuts time off your timer. Help all answers every open request in the Hive in one tap.
How much each tap is worth, and how many crewmates can help one timer, depends on the level of your own Great Anchor.
Great Anchor level
Crewmates who can help one timer
Each tap shaves
Best case per timer
1
1
10s
10s
5
5
22s
1m 50s
10
10
37s
6m 10s
15
15
52s
13m
20
20
67s
22m 20s
25
25
82s
34m 10s
30
30
97s
48m 30s
Donating
Donating turns resources into Alliance Credits for you and contribution for the Hive. One tap spends one charge.
Charges
20
One returns every
7 min
First tap of the day pays
20 credits
Twentieth pays
285 credits
Each tap in a day costs more than the one before and pays more credits. The ladder resets at 00:00 UTC. Credits are spent at the Hive Stores in the Market.
Gifts
The daily gift. One free chest a day for every member.
Purchase gifts. Whenever any member buys something in the Treasury, every member receives a gift chest. Bigger purchases drop better chests.
Gifts expire after 72 hours, so open them when you see the dot.
Every gift also raises the Hive's gift level, which makes future chests richer.
Anchoring and the Chain Net
A Hive has a home on the sea chart, marked by its Great Anchor. Anchoring moves your island into the cluster around it.
Each anchored island adds 3% to the Chain Net, up to 30%. The Net strengthens every anchored member's garrison.
A raider has to sail into the middle of all of you, and a rally from your Hive is never far away.
If the Hive has not placed its anchor yet, a Leader anchoring drops it at their own island.
Chat
Chat opens at Manor 6. The strip above the navigation bar shows the latest lines, and a swipe changes channel. World is your whole kingdom, Alliance is your Hive, and Personal is private messages, which also reach captains in other kingdoms.
What else a Hive gives you
Rallies against wardens, enemy islands and the great prizes.
Sailing together. Rallies, the Bear Trap, and the fortnightly war for sixteen strongholds.
Some things on the sea are too big for one captain. A rally gathers several marches under one leader and lands them as a single blow.
Rallies
Someone opens it. Tap a target and choose Rally. Opening costs 25 stamina and you pick how long to gather: 5, 10, 30 or 60 minutes.
Crewmates join. Each composes a march on the deploy screen and commits it. Joining is free. One march per captain.
The horn sounds. When the timer ends the whole rally sails as one and fights as one.
Everyone goes home. Loot is split evenly, each captain's losses go to their own Infirmary, and every march folds back into its own harbour.
Marches in a rally
3 +2 per 5 Command Center levels of the leader
Joiner skills that count
the best 4
Who brings what
The leader brings the heroes and the account bonuses. Their heroes lead every march in the rally, and their research, Governor gear and pets apply to all of it.
Each joiner brings ships, and lends one skill: the first Expedition skill of the hero they put in slot 1.
Only the four highest-level joiner skills count. The lobby shows which.
Identical skills add up. A chance skill rolls once, at the level of the best copy.
An enemy island. This drops the shield of everyone who opens or joins, and takes loot by the same rules as a raid.
Sanctuaries and fortresses during the Sanctuary War.
The Maelstrom Citadel during its window.
The Bear Trap
The Bear Trap is your Hive's own boss. It opens with the Hive, and an Officer decides when to spring it.
Window
30 minutes
Can be set again after
about 2 days
Bear Energy
5, one back an hour
Captains per trap
15
Each strike sends your five-hero lineup at the bear. Its hull is shared by the whole Hive. As it falls through four phases, everyone who struck can claim that phase's reward, and the top damage dealers are paid again at the end.
The Pitfall is the Hive's standing investment in the hunt. Members donate Bear Arrows, which come from Intel missions, and every level makes the whole Hive hit harder.
Pitfall level
Hive attack bonus
Bear Arrows to reach it
1
+5%
200
2
+10%
300
3
+15%
400
4
+20%
500
5
+25%
500
The Sanctuary War
Sixteen strongholds stand in fixed places on every kingdom's sea: four fortresses close to the Maelstrom and twelve sanctuaries further out. Every second Saturday at 12:00 UTC, for four hours, every Hive can fight for them. The first war comes on kingdom day 28.
During the window any Hive may rally any stronghold, and any member may attack one with a march of their own.
Break the garrison and your Hive starts a hold. Keep it unbroken for the full time and the stronghold is yours.
A rival winning a fight there takes the hold over and the clock starts again. If you already own it, winning cancels their hold.
When the window closes, each member of a holding Hive is mailed the spoils for every stronghold held.
You keep a stronghold, and its buff, until another Hive takes it in a later war.
Your kingdom's clock, the Maelstrom Citadel, and what the Pirate King can do to you.
You live in one kingdom: one sea, one World chat, one set of rivals. New kingdoms open on a schedule, and each is its own world. You can look into the others from the kingdoms grid, but everything you fight for is at home.
The kingdom clock
Every kingdom runs the same script, counted in days from its first Monday. That first Monday is kingdom day 0. New events, new wardens and new generations of heroes arrive on fixed days, so no kingdom gets a head start and every captain in yours sees the same thing on the same morning.
The Kingdom screen shows your kingdom's day and what arrives next. The full schedule is in the launch script.
Generations
Legendary heroes come in generations of three: one Vanguard, one Broadside, one Longshot. Generation 1 is there from day 0. A new generation joins every sixty days until the sixth. Their Chronicles tell one long story about the Maelstrom, and it is worth reading in order.
The Maelstrom Citadel
At the centre of the sea stands the Citadel. Whoever holds it names the Pirate King.
First siege
kingdom day 50
Then
every second Saturday, 12:00 UTC
Window
5 hours
Outright win
2.5 hours held
The Citadel can only be attacked by rally, and only during the window.
A winning rally breaks the garrison and that Hive takes the Citadel. It stays attackable, so other Hives rally to throw them out.
The Hive with the most total time in possession when the window ends wins. Hold it for half the window and nobody can catch you, so the siege ends on the spot.
The Citadel and the Sanctuary War take alternate Saturdays. There is a war every weekend.
The Pirate King
The winning Hive's leader has 10 hours to name the King from among their own members. If they name nobody, the leader wears the crown.
Every member of the King's Hive fights with +5% Attack, Defense, Health and Lethality for the whole reign.
The King hands out titles: ministries for friends, marks of shame for enemies.
The reign lasts until the next siege is decided.
Titles
A title holds one captain at a time. Ministries last the reign. Marks of shame last a day, no more than 2 can be out at once, and a captain who has just worn one cannot be given another straight away. Every appointment is written in a public ledger on the Kingdom screen.
Title
Kind
Effect on the holder
Grand Admiral
Minister
Attack, Defense and Health +15%
Lord Quartermaster
Minister
build time -10%; research time -10%
Master of Coin
Minister
production +80%
Harbormaster
Minister
build time -15%
Surgeon Royal
Minister
Infirmary healing costs ×0.5
Lord Defender
Minister
Lethality +10%
Master of Strategy
Minister
Attack, Defense and Health +5%
Drillmaster
Minister
training time -50%
Shark Bait
Mark of shame
Attack, Defense and Health -15%
Bilge Rat
Mark of shame
production -20%
Landlubber
Mark of shame
build time +20%
Scurvy Dog
Mark of shame
training time +20%
Deadweight
Mark of shame
research time +20%
Marooned
Mark of shame
Infirmary healing costs ×2
Events
The Event Calendar
One four-week cycle, the same in every kingdom. Know what is coming and save for it.
Events are not random. Every kingdom runs the same four-week cycle on its own clock, with weeks starting Monday 00:00 UTC. Once you know the cycle, you know when to hoard speedups, when to hold your keys and when to keep your fleet home.
The four weeks
Week 1Week 2Week 3Week 4
UTC
MTWTFSSMTWTFSSMTWTFSSMTWTFSS
Solo Challenge
7d7d7d7d
Treasure Voyage
5d5d
Smuggler's Run
5d5d
The Pirate Lord Trials
7d
Alliance Mobilization
6d
Leviathan Hunt
3d
Weekend Warpath: Kill Event
2d
The Maelstrom Citadel
12:00, 5h12:00, 5h
The Sanctuary War
12:00, 4h12:00, 4h
Every week has a Solo Challenge with a rotating theme.
Weeks 1 and 3 open with the Treasure Voyage. Weeks 2 and 4 open with Smuggler's Run.
Each week has a headliner: the Kill Event weekend, the Pirate Lord Trials, Alliance Mobilization, then the Leviathan Hunt.
Every Saturday at 12:00 UTC there is a war: the Sanctuary War and the Citadel take turns.
The in-game Calendar, behind the Events door on your island, shows the next seven days with a live clock and a tab for every event that is running.
Clocks of your own
A few things run on your clock instead of the kingdom's.
The Broodtide comes for your island every 8 hours, counted from the day you landed.
The Castaway's Landfall runs for your first seven days.
The Bear Trap runs when your Hive's officers spring it.
Arena and Voyage Pass seasons last thirty days.
Intel refills at 00:00, 08:00 and 16:00 UTC. Dailies reset at 00:00 UTC.
The launch script
A young kingdom does not get everything at once. Events, wardens and hero generations arrive on fixed kingdom days. The game shows you what is next on the Calendar's arrivals list.
Kingdom day
What happens
0
Solo Challenge first runs
One themed week of scored play. The theme rotates every kingdom week.
0
Treasure Voyage first runs
Chart the fog with Compass Tokens for loot - or traps.
2
The Bear Trap first runs
An Officer springs the trap; the whole Hive has thirty minutes to bleed it.
7
Smuggler's Run first runs
Turn raw cargo into Contraband and raid the black-market stall.
7
The Pirate Lord Trials first runs
Seven themed days. The kingdom's top corsair over the run is crowned the Pirate Lord.
14
Alliance Mobilization first runs
Six days of alliance graft - donations and build help score.
21
Leviathan Hunt first runs
A kingdom-wide boss with one shared HP pool. Spend Rally Energy, split the reward.
28
Weekend Warpath: Kill Event first runs
Two days where every raid and Arena victory scores.
28
The Sanctuary War first runs
Twelve sanctuaries and four fortresses. Hold one when the window closes to keep its buff and claim its spoils.
30
The Storm Ray surfaces
A new warden to rally, and a new pet to tame.
40
The Beast Pen opens
For captains at Manor 15 or above.
50
The Maelstrom Citadel first runs
Every Hive rallies for the crown. Hold the Citadel longest to name the Pirate King.
60
The Abyssal Angler surfaces
A new warden to rally, and a new pet to tame.
60
Generation 2 heroes arrive
Ironwall Khatun, "Salvo" Santiago, Yara of the Long Tide
100
The Frost Orca surfaces
A new warden to rally, and a new pet to tame.
120
Generation 3 heroes arrive
Stormwall Bjorn, Hurricane Hel, Galeshot Naia
150
The Maelstrom Hydra surfaces
A new warden to rally, and a new pet to tame.
180
Generation 4 heroes arrive
The Drowned King, Revenant Thorne, Siren Evangeline
What each event asks for, how it scores, and what it pays.
Most events score things you already do. You do not sign up. If you are playing while one runs, you are in it. Milestones are claimed on the event's own screen, and leaderboard prizes arrive when it ends. Solo Challenge and Warpath milestones also pay Event Tokens, which the Warden's Bazaar takes.
Solo Challenges
One theme a week, Monday to Monday, on a ten-week rotation. Five milestones to claim and a kingdom leaderboard.
Kingdom week (repeats every 10)
Theme
What scores
Week 1
Builder's Week
Earn points for every building upgrade you start.
Week 2
Shipwright's Week
Earn points for every ship you train.
Week 3
Blacksmith's Week
Earn points for every Blacksmith research you complete.
Week 4
Harvest Week
Earn points for resources gathered and collected.
Week 5
Beast Slay Week
Earn points for Sanctum stages cleared and fleets hunted.
Week 6
Plunderer's Spree
Earn points for every raid you win.
Week 7
Powder & Shot
Earn points for every ship you train.
Week 8
Bloodsport
Earn points for every Arena victory.
Week 9
Doubloon Dredge
Earn points for the gold you bank.
Week 10
Sanctum Trials
Earn points for every Navigator's Sanctum stage cleared.
Weekend Warpath
Kill Event. Two days, Saturday and Sunday of the cycle's first week. Every raid won and every Arena victory scores. Expect the sea to be busy and keep an eye on your shield.
Alliance Mobilization. Six days in the third week. Donations and help taps score, so it rewards the captains who look after their Hive.
The Pirate Lord Trials
The month's headline: seven days in the cycle's second week, each with its own trial, its own five milestones and its own daily board. Your points across all seven decide the grand ranking, and you need 250,000 points to be ranked at all. The kingdom's top captain is crowned Pirate Lord.
Day
Trial
What scores
Day 1
Harbour Works
Speedups spent and upgrades begun - 30 points a minute, the Pirate Lord's favourite currency.
Day 2
Crew Development
Every recruitment at the Tavern earns Renown - hoard your keys for this day.
Day 3
Ropes & Rigging
Every Blacksmith research you finish counts double today.
Day 4
Muster the Fleet
Every hull that leaves the yards is a point on the board.
Day 5
Show of Force
Points for every point of Power you add today - the day to cash in everything.
Day 6
Gunnery Drill
Hulls trained and battles won - the gunners' day.
Day 7
Plunder & Haul
Recruitment plus every thousand resources hauled home.
The Leviathan Hunt
Three days in the cycle's fourth week. One beast, one hull shared by the entire kingdom. It opens at Manor 10.
Each strike spends 1 Rally Energy and sends your five-hero Sanctum lineup. You hold 5 energy and one returns every hour.
As the kingdom wears it down, phase rewards unlock for everyone who has struck at least once.
The damage leaderboard pays the top captains when the hunt ends.
Phase
Unlocks when
Reward for everyone who struck
Howling
boss hull at 75%
5k Timber5k Iron
Thrashing
boss hull at 50%
3 × 1h Speedup
Frenzied
boss hull at 25%
5 Blueprints
Slain
boss hull at 0%
1 Fortune Chests100 Doubloons
Treasure Voyage
Five days, every other week, from Manor 6. Ordinary play earns Compass Tokens. Spend 8 to chart the next node of a 50-node map hidden in fog. Most nodes hold loot. Some are traps that cost you a little. Rewards unlock at 5, 15, 30 and 50 nodes charted.
Smuggler's Run
Five days, on the weeks the Treasure Voyage rests, from Manor 6. You earn Contraband by playing and by selling spare resources to the smugglers, up to a daily limit. Spend it at a black-market stall of 6 offers that changes every run. A good way to turn a resource you have too much of into speedups.
The Broodtide
The one event you play with your hands. It opens at Manor 6 once you have a Tower. Every 8 hours a shoal of brood comes ashore on your island and makes for the Manor, and you have a 4-hour window to answer it.
Your Towers fire by themselves. Your Governor is yours to steer: drag to send them where the fight is. The Governor can move and fire at once.
The brood also go for your outlying stores. Stand at the gate and the stores burn. Sail out to save them and the Manor is thinner. That choice is the event.
Three ways to resolve it: play it, finish it now on autopilot, or be away, in which case it resolves the same way autopilot would and mails you the result.
You are paid for every wave you clear, even in defeat. Holding the island pays everything again, and saved stores add salvage.
The Castaway's Charter
A lifetime ladder, open from Manor 2, with no timer at all. Everything you do earns Renown, and eight steps pay out as you pass them. It counts everything you have ever done, so the first time you open it there is usually something to claim.
The Voyage Pass
A thirty-day season with thirty levels, from Manor 7. Play earns pass XP: 1,000 a level. Every level has a free reward. A paid track adds a second reward on each level, and buying it late still gives you everything you have already passed.
The Long Game
The Blacksmith
Research. Permanent upgrades to your economy, your ships and your marches, one project at a time.
The Blacksmith opens at Manor 8. Everything it teaches is permanent and applies to your whole account, which makes it the best long-term use of a queue you have.
How research works
One project at a time. Keep it running. An idle Blacksmith is as wasteful as an idle builder.
Deeper projects need a taller Blacksmith and earlier projects finished first.
Projects cost resources. The higher military ones also ask for Blueprints.
Research timers take speedups and Hive help like any other.
Finished projects score in Blacksmith's Week and on the Trials' Ropes & Rigging day.
Economy
More from your workshops and more from the sea.
Project
Effect
Levels
Maxed
Needs first
Timber Production
Timber production +3% a level
6
+18%
nothing
Iron Production
Iron production +3% a level
6
+18%
nothing
Rum Production
Rum production +3% a level
5
+15%
nothing
Gold Production
Gold production +3% a level
5
+15%
nothing
Gathering Speed
gathering speed +4% a level
5
+20%
Timber Production 2
Gathering Yield
gathering yield +4% a level
4
+16%
Gold Production 2
Military
Defense, then Attack, then Hull for each ship type, with squad-wide Lethality and Health beyond them. These reach the ships themselves, so they count in every kind of fight.
Project
Effect
Levels
Maxed
Needs first
Vanguard Plating
Vanguard Defense +3% a level
5
+15%
nothing
Broadside Bracing
Broadside Defense +3% a level
5
+15%
nothing
Longshot Bulwark
Longshot Defense +3% a level
5
+15%
nothing
Vanguard Armaments
Vanguard Attack +3% a level
5
+15%
Vanguard Plating 2
Broadside Gunnery
Broadside Attack +3% a level
5
+15%
Broadside Bracing 2
Longshot Marksmanship
Longshot Attack +3% a level
5
+15%
Longshot Bulwark 2
Vanguard Hull
Vanguard Hull +3% a level
5
+15%
Vanguard Armaments 2
Broadside Hull
Broadside Hull +3% a level
5
+15%
Broadside Gunnery 2
Longshot Hull
Longshot Hull +3% a level
5
+15%
Longshot Marksmanship 2
Vitality
squad Lethality +2% a level
5
+10%
Vanguard Hull 3, Broadside Hull 3
Squad Health
squad Health +2.5% a level
5
+12.5%
Broadside Hull 3, Longshot Hull 3
Forge Bellows
research time -4% a level
3
-12%
Vitality 3
War College
research time -5% a level
3
-15%
Vitality 3
Grand Forge
research time -6% a level
3
-18%
Squad Health 3
Logistics
Faster marches, bigger holds and quicker rallies.
Project
Effect
Levels
Maxed
Needs first
Swift Sails
march speed +2% a level
8
+16%
nothing
Cartography
vision (cells) +0.5 a level
6
+3
nothing
Quartermaster
hold size +2% a level
8
+16%
Swift Sails 3
Spyglass Network
vision (cells) +0.75 a level
6
+4.5
Cartography 3
Trade Winds
march speed +2.5% a level
8
+20%
Quartermaster 3
War Council
rally march time -2% a level
6
-12%
Cartography 3
Deep Holds
hold size +2.5% a level
8
+20%
Trade Winds 4
War Drums
rally march time -2.5% a level
6
-15%
War Council 3
The Long Game
The Governor
You, as a character. Six pieces of gear and their charms, buffing every ship you own.
The Governor is you: the face in the top corner of the screen, the figure on your Profile, and the captain you steer by hand when the Broodtide comes ashore. Late in the game the Governor also becomes one of your strongest sources of raw fleet power.
Governor gear
Gear opens at Manor 22. There are six pieces, two for each ship type, and every piece raises that type's Attack and Defense by the same amount. Unlike hero gear, nothing drops and nothing is equipped. You forge each piece once and then enhance it.
Attack and Defense, each piece the same figure at every level.
Piece
Buffs every
Lv 1
Lv 10
Max
Max level
Captain's Tricorne
Vanguard
+9.3%
+87.4%
+171%
15
Boarding Coat
Vanguard
+9.3%
+87.4%
+171%
15
Gunner's Sabre
Broadside
+9.3%
+87.4%
+171%
15
Powder Sash
Broadside
+9.3%
+87.4%
+171%
15
Brass Spyglass
Longshot
+9.3%
+87.4%
+171%
15
Ranger's Boots
Longshot
+9.3%
+87.4%
+171%
15
Forging and enhancing are instant. No timers.
Every level costs Hardened Brass and Tarred Canvas. From level 6, Kraken Ink as well.
The bonus applies to the ships themselves, in every fight, whether or not a hero is aboard.
Charms
Charms open at Manor 25. Each piece of gear has 3 charm slots, and each charm climbs ten levels, adding Attack and Health for that piece's ship type. Charms cost Charm Etching and Hex Beads.
Where the materials come from
Events, quests and chests carry all five materials, and the Treasury sells them. The Bag lists what you hold under Other, and tapping a material takes you to this screen.
The Long Game
Feats & Finery
Achievements that pay Doubloons for things you have already done, and the cosmetics that show it.
Feats of Renown are one-time achievements. Each track counts something across your whole career and pays Doubloons at five tiers. They open at Manor 4.
The feats
Feats count everything you have ever done, including what you did before you opened the screen. The last tier of a track usually comes with a portrait frame.
Feat
Tiers
Doubloons in all
Capstone
Master Builder
10 · 50 · 150 · 400 · 1k
300
a portrait frame
Shipwright
100 · 1k · 10k · 50k · 200k
300
a portrait frame
Prospector
100k · 1M · 10M · 50M · 250M
300
a portrait frame
Monster Hunter
5 · 25 · 100 · 300 · 1k
300
a portrait frame
Sanctum Climber
5 · 25 · 75 · 150 · 300
300
a portrait frame
Corsair
1 · 10 · 50 · 150 · 500
300
a portrait frame
Gladiator
1 · 10 · 50 · 150 · 500
300
a portrait frame
Researcher
1 · 10 · 50 · 150 · 400
300
a portrait frame
Quartermaster
5 · 30 · 100 · 365 · 1k
300
a portrait frame
Tidebreaker
1 · 10 · 50 · 150 · 500
300
a portrait frame
Cosmetics
Cosmetics change how you look to other captains and never how you fight. Open the Wardrobe from your Profile to wear what you own.
Frames go around your portrait, in chat and on your Profile.
Nameplates and chat bubbles dress your name and your messages.
Island and march skins change how your island and fleets look on the sea chart.
Frames are earned: feat capstones, the Castaway's Charter, the top of the Leviathan board, the top of the Bear Trap. Skins are bought with Sea Glass, which comes from Daily Missions chests, at the Skins post in the Market.
The Wheel of Infamy
For captains at VIP 12, VIP XP beyond the top rank becomes a pool to spend on the Wheel of Infamy. Spins pay Infamy, spent in the Infamy Hall, and Relic Fragments toward a full skin set. The Wheel's segments are drawn without replacement, so its jackpot is certain within a fixed number of spins, and the odds are shown on the Wheel.
The Long Game
Stores & VIP
Three stores, a dozen wallets, and how VIP actually works.
There are three stores, and it helps to know which is which. The Market takes currencies you earn by playing. The Treasury takes real money. Infamy is for the very top of the VIP ladder.
The Market
The Market is the Shop tab on the navigation bar. It has one post per wallet. Most posts restock every Monday, and a post only appears once you have opened the system behind it.
Post
Takes
Restocks
Opens with
Infamy Hall
Infamy
weekly
The Wheel of Infamy
Trophies for the most notorious captains on the sea.
Arena Quartermaster
Arena Tokens
weekly
The Arena
The victor's cut, weighed out in tokens.
VIP Shop
Doubloons
weekly
The Black Market
Members' prices, restocked every week while your VIP time runs.
Hive Stores
Alliance Credits
weekly
The Hive
What the Hive keeps back from the donation barrels.
The Warden's Bazaar
Event Tokens
weekly
Timed Events
Ring-iron, prised off the old tethers. The traders never say by whom.
Skins
Sea Glass
permanent stock
Daily Missions
Wear your legend. Sea Glass from the Daily Missions chests buys it.
Doubloons
Doubloons
permanent stock
The Black Market
The permanent store. Every price here is the list price every discount is measured against.
The Arena and Hive posts each carry a rotation of hero shards. This is the steady free route to heroes the Tavern does not drop.
Three different posts stock Beast Pen supplies, so no single activity is the only road to a raised pet.
The Treasury
The Treasury opens from the Doubloon tile in the top bar. Purchases are delivered by the payment provider, not by your phone, so a purchase still arrives if the app closes halfway through.
Limited Offers
Captain's Choice
Beastkeeper's Choice
Shipwright's Booster
March Queues
Daily Deals
Cards
Supply Packs
Weapon Widgets
Honor Fund
First Voyage
Doubloon Coffers
Free chests sit on the first tabs every day. Take them.
Pack ladders. Repeatable packs come as five rungs. Buy one and the next, larger rung takes its place. Ladders return to the first rung every Monday.
Cards pay Doubloons daily for their run. The Monthly Card adds two conveniences: your Hive's help requests are answered for you, and a won hunt sails on to the next beast by itself.
The Honor Fund pays out as your Manor reaches each milestone.
Every purchase drops a gift chest to your whole Hive.
VIP
Every captain is VIP 1 from the start. VIP has two parts, and they work differently.
Rank rises when you apply VIP XP on the VIP screen. XP items come with purchases and from the free daily chest. They sit in your Bag until you use them.
The daily chest starts at 100 VIP XP and grows by 10 for each day in a row you claim it, up to 400. Miss a day and it starts over.
The Daily Free Bundle grows with your rank and needs VIP time to be running.
The extra safe storage is the benefit new captains feel most. When your VIP time lapses, that protection goes with it. See the safe line.
Every benefit applies only while VIP time is running
Rank
VIP XP needed
Production
Extra safe storage
Build time
March slots
Squad Atk / Def / Health / Lethality
VIP 1
0
+2%
100k
–
–
– / – / – / –
VIP 2
2.5k
+4%
150k
–
–
– / – / – / –
VIP 3
5k
+6%
200k
–
–
– / – / – / –
VIP 4
10k
+8%
300k
-10%
–
– / – / – / –
VIP 5
20k
+10%
400k
-10%
–
– / – / – / –
VIP 6
40k
+12%
500k
-10%
+1
– / – / – / –
VIP 7
75k
+14%
600k
-10%
+1
– / – / – / –
VIP 8
130k
+16%
700k
-10%
+1
– / – / – / –
VIP 9
220k
+18%
800k
-20%
+1
– / 10% / – / –
VIP 10
380k
+20%
900k
-20%
+1
12% / 12% / – / –
VIP 11
750k
+22%
1M
-20%
+1
14% / 14% / 14% / –
VIP 12
1.4M
+24%
1.1M
-20%
+1
16% / 16% / 16% / 16%
Two Legendary heroes belong to the VIP ladder alone. Seabane the Unbought is sold through the Special Packs of VIP 1 to 6, and Goldmaw the Insatiable through VIP 7 to 12. Each set of six packs holds exactly enough shards to take that hero to five stars.
Reference
Quick Answers
The questions every captain asks in World chat, answered once.
Island
How do I get more residents?
Residents are the smaller of your bunks and your Galley's meals. Check in this order: upgrade the Galley if meals are the cap, place a bunk in any open spot, build a house you have not built, raise a house to open its next spot. See Residents, Bunks & Stations.
Why can't I upgrade my workshop or house?
Every open station or bunk inside it has to be fitted to its cap first. The building's sheet shows a gauge where the Upgrade button usually is. Fill it and the button comes back.
My workshop is high level but makes almost nothing. Why?
A workshop's level makes nothing by itself. Output comes from stations with residents sitting at them. Open the workshop, place and fit its stations, then check the Residents tab or tap Fill all.
Do I need to collect resources?
No. Production banks itself, and nothing fills up and stops.
Why can't I upgrade the Manor?
Each Manor level asks for certain buildings at certain levels first. Tap the Manor and use the Go button beside each missing one. The whole ladder is in The Manor Ladder.
How do I get a second builder?
Rent one with Doubloons for two days when a build is blocked, or buy the permanent one in the Treasury.
Heroes
How do I get Crimson Vane?
Play for two days. Chapter 3 of the Captain's Log gives ten shards, day 2 of the login calendar gives ten more, and ten unlocks him. The Castaway's Landfall adds more for his stars.
Why won't my skill level up?
A skill's level is capped at the hero's stars plus one, and the second and third skills in each tree stay locked until 2★ and 3★. Ascend the hero first.
Where do other Legendary heroes come from?
The Tavern only drops Crimson Vane's Legendary shards. The rest come from the shard rotations at the Arena Quartermaster and Hive Stores, from events, and from packs. Later generations arrive as your kingdom ages.
Which hero should I put in slot 1?
For your own marches it makes no difference. When you join a rally, slot 1 decides which skill you lend, so put the hero with your highest-level first Expedition skill there.
The sea and war
Can I lose resources while I am offline?
Only what sits above your safe line, and only if your shield is down. Tap a resource in the top bar to see the line. See not being a target.
What makes my shield drop?
Sending a raid, sending a scout, or opening or joining a rally against another captain. Hunting beasts, gathering and rallying wardens do not.
My hunt lost to a beast I thought I could beat.
Check its level and its ship type. Levels climb steeply, and sending the hull type it counters costs you 30% of your damage. A scout is not needed for beasts: the level on the sheet is the whole story.
Where did my wounded ships go?
Lightly injured ships come back by themselves. Injured ships wait in the Infirmary for you to heal them. If the Infirmary was full, most of the overflow is in the Press Gang, waiting to be bought back with Loyalty. All three are on the Defense screen.
Why can't I attack a sanctuary, a fortress or the Citadel?
They can only be attacked during their window, every second Saturday from 12:00 UTC. The Citadel is rally-only. See The Event Calendar.
How do I move my island?
Anchoring to your Hive moves you next to its Great Anchor. An island that burns to zero is also carried somewhere else, with a free shield.
Time and money
When does everything reset?
Dailies at 00:00 UTC. Intel at 00:00, 08:00 and 16:00 UTC. Weekly shops and pack ladders on Monday at 00:00 UTC. The stamina ration at 00:00 and 12:00 UTC.
I forgot to claim my Daily Missions. Are they gone?
No. Anything you earned and did not claim is mailed to you after the reset.
Does my VIP rank expire?
The rank never does. Its benefits pause when your VIP time runs out and return when you activate more.
What should I spend Doubloons on?
A second builder, a shield when you truly need one, and stamina on a day you can hunt a lot. Finishing short timers is the classic waste.
Are these numbers final?
No. The game is still being tuned. The Almanac is rebuilt from the game's own data, and the date of the last build is at the foot of the index.
Reference
Glossary
Every coin, crate and piece of sea-talk, in plain words.
Island words
Manor
The Captain's Manor. Its level caps every other building and opens new systems. See The Manor Ladder.
Resident
Someone living on your island. One bunk plus one meal makes one resident.
Bunk
A bed inside a Crew Quarters. Up to four per house.
Station
The working bench inside a workshop: Sawbench, Anvil, Copper Still, Assay Table. A seated station produces. An empty one does not.
Fit-out
Raising the stations or bunks inside a building to their cap, which the building needs before it can level up.
Spare hand
A resident with no station to sit at. Each one gives every workshop a small bonus.
Safe line
The amount of each resource raiders can never take. Your Vault plus your VIP storage bonus.
Captain's Log
The quest book. Its chapters pay for most of the early game.
Bag
Your inventory, opened from the corner of the island screen. Tap an item to go where it is spent.
Coins and items
Doubloons
The premium coin. Earned slowly, bought quickly.
Speedup
An item that cuts 1 minute, 5 minutes, 15 minutes, 1 hour or 8 hours off a running timer.
Skeleton Key
One recruitment call at the Tavern.
Fortune Chest
One call on the richer Epic Recruitment table.
Shard
A piece of a hero. Ten unlock the hero. The rest buy stars.
Shard Dust
What surplus shards turn into. It buys shards for heroes you are still collecting.
Captain XP
A shared pool you pour into any hero to raise their level.
Conquest and Expedition Books
Level a hero's skills. Conquest Books for Sanctum skills, Expedition Books for all the others.
Weapon Widget
Levels a Legendary's exclusive weapon. Each generation has its own widgets.
Gear Crate
Opens into one piece of hero gear.
Whetstone
Enhances and reforges hero gear.
Mastery Hammer
Pays for Mastery Forging, the tier above enhancement.
Blueprint
Asked for by higher military research.
Stamina
Spent on hunts, Intel missions and opening rallies.
Stamina Ration
An item worth ten stamina. Rations can lift you above a full bar.
Alliance Credits
Earned by donating to your Hive. Spent at the Hive Stores.
Arena Tokens
Earned from Arena wins and seasons. Spent at the Arena Quartermaster.
Event Tokens
Paid by event milestones and war spoils. Spent at the Warden's Bazaar.
Sea Glass
From Daily Missions chests. Buys skins.
Bear Arrows
From Intel missions. Donated to your Hive's Pitfall to strengthen Bear Trap hunts.
Compass Token
Charts a node on the Treasure Voyage.
Contraband
The currency of Smuggler's Run.
Rally Energy
Spent to strike the Leviathan.
Loyalty
Trickles in daily. Buys ships back from the Press Gang.
VIP XP
Applied on the VIP screen to raise your rank.
VIP time
The clock that switches your VIP benefits on. Rank is permanent. Time runs out.
Infamy
Won on the Wheel of Infamy at VIP 12. Spent in the Infamy Hall.
Shards drop at the Tavern and from Fortune Chests, and turn up in the Market's shard rotations.
Attack
108 +4 a level
Defense
162 +6 a level
Health
1,890 +76 a level
Leads
Vanguard stacks
Signature ability
Brace 60s cooldown, fires whenever it is ready
Itself takes 20% less damage for 8s (2% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+15% Timber production while owned.
Conquest skills
Active in the Navigator's Sanctum only.
Heartwood opens at 0★
Cut through the bark and the sapwood if you can, lad, but the heartwood never splits. Own Defense +25% / 36.3% / 47.5% / 58.8% / 70%.
Felling Blow opens at 2★
One stroke of my axe drops a mast or a man, and I have never yet needed a second. Own damage dealt +10% / 15% / 20% / 25% / 30%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Mast-Pine Eye opens at 0★
I know a mast-pine from a hundred paces, so my crews never haul home a log that won't serve. Timber gathering yield +5% / 10% / 15% / 20% / 25% (while owned — no need to deploy).
Master Shipwright opens at 2★
My crews raise a hull in half the time, and a hall in less. Construction speed +3% / 6% / 9% / 12% / 15% (while owned — no need to deploy).
Shards drop at the Tavern and from Fortune Chests, and turn up in the Market's shard rotations.
Attack
149 +6 a level
Defense
122 +5 a level
Health
1,485 +59 a level
Leads
Broadside stacks
Signature ability
Double Load 60s cooldown, fires whenever it is ready
Its own Attack Speed +30% for 8s (3% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+15% Iron production while owned.
Conquest skills
Active in the Navigator's Sanctum only.
Seawater Quench opens at 0★
Iron I've quenched in seawater doesn't dent, and thirty years over the forge have quenched me. Own damage taken −10% / 15% / 20% / 25% / 30%.
White-Hot Core opens at 2★
Hammer me all you like: the crust only sets harder, and the core stays white-hot. While below 50% HP: own Defense +50% / 75% / 100% / 125% / 150%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Bog-Iron Nose opens at 0★
I can smell good ore through a fathom of bog, so my barges never haul home slag. Iron gathering yield +5% / 10% / 15% / 20% / 25% (while owned — no need to deploy).
Irons in the Fire opens at 2★
I keep every slipway's irons hot, so the yard never waits on a bolt, a nail or a gun. Ship training speed +3% / 6% / 9% / 12% / 15% (while owned — no need to deploy).
Shards drop at the Tavern and from Fortune Chests, and turn up in the Market's shard rotations.
Attack
182 +7 a level
Defense
81 +3 a level
Health
1,148 +46 a level
Leads
Longshot stacks
Signature ability
Firewater Shot 60s cooldown, fires whenever it is ready
Hits its target for 150% of a volley (15% more per ability level). Its target's Defense −15% for 8s.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+15% Rum production while owned.
Conquest skills
Active in the Navigator's Sanctum only.
Cask Strength opens at 0★
I soak my wadding in cask-strength rum, and the guns kick like they've drunk it. Own Attack +8% / 12% / 16% / 20% / 24%.
Sober Second opens at 2★
One breath to clear the haze, and the Firewater Shot goes exactly where I meant it. Firewater Shot's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Riding Low opens at 0★
I know every cane-planter's back door, so my barges always come home riding low. Rum gathering yield +5% / 10% / 15% / 20% / 25% (while owned — no need to deploy).
Splice the Mainbrace opens at 2★
An extra tot for every hand who bled for us, and they're back on their feet twice as fast. Infirmary healing speed +10% / 20% / 30% / 40% / 50% (while owned — no need to deploy).
Rare Broadside. Signature ability: Count the Take.
RareBroadside
Shards drop at the Tavern and from Fortune Chests, and turn up in the Market's shard rotations.
Attack
149 +6 a level
Defense
122 +5 a level
Health
1,485 +59 a level
Leads
Broadside stacks
Signature ability
Count the Take 60s cooldown, fires whenever it is ready
Its own Defense +20% for 8s (2% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+15% Gold production while owned.
Conquest skills
Active in the Navigator's Sanctum only.
Fistful of Doubloons opens at 0★
I load the guns with a fistful of doubloons, and gold hits harder than iron. Own damage dealt +10% / 15% / 20% / 25% / 30%.
Danger Money opens at 2★
Double pay for every hand still at the guns when the water's at our knees, and I have never once failed to pay. While below 50% HP: own Attack +16% / 24% / 32% / 40% / 48%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Into the Ledger opens at 0★
Every coin that comes aboard goes in my ledger, and nothing goes over the side on the way home. Gold gathering yield +5% / 10% / 15% / 20% / 25% (while owned — no need to deploy).
Swift Couriers opens at 2★
My paymasters keep every fleet sailing on schedule, and late is docked from wages. March speed +3% / 6% / 9% / 12% / 15% (while owned — no need to deploy).
Shards drop at the Tavern and from Fortune Chests, and turn up in the Market's shard rotations.
Attack
132 +5 a level
Defense
198 +8 a level
Health
2,310 +92 a level
Leads
Vanguard stacks
Signature ability
Unbreakable 90s cooldown, fires whenever it is ready
Raises a shield worth 30% of its max hull for 8s (3% more per ability level). Itself takes 15% less damage for 8s. 40% chance to cut each hit it takes by 50% for 8s.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+6% Vanguard Defense.
Conquest skills
Active in the Navigator's Sanctum only.
Ward-Lit Plate opens at 0★
The ward-light in my seams flares where the blow lands, and the blow comes away the weaker for it. Own damage taken −10% / 15% / 20% / 25% / 30%.
Turn the Blow opens at 2★
I stand where a wall should be, and I turn the blow aside. Each hit on the squadron has a 40% chance to be cut by 10% / 15% / 20% / 25% / 30%.
Shelter of the Oath opens at 3★
I swore no blade would reach the crew behind me, and an oath does not count heads. Every hero's Defense +5% / 7.5% / 10% / 12.5% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
The Bastion's Lee opens at 0★
Sail in my lee, lads, for the broadside breaks on me before it ever finds you. Squads' damage taken −4% / 8% / 12% / 16% / 20%.
Break Upon the Anvil opens at 2★
I am the anvil this fleet is forged on, so hammer my line all day and watch the hammer wear thin. Squads' Health +3% / 6% / 9% / 12% / 15% and Defense +2% / 4% / 6% / 8% / 10%.
Carry Them Home opens at 3★
No one who falls behind my shield is left to the Deep. Infirmary beds +5% / 10% / 15% / 20% / 25% (while owned — no need to deploy).
Shards drop at the Tavern and from Fortune Chests, and turn up in the Market's shard rotations.
Attack
132 +5 a level
Defense
198 +8 a level
Health
2,310 +92 a level
Leads
Vanguard stacks
Signature ability
Boarding Hooks 90s cooldown, fires whenever it is ready
Hits its target for 160% of a volley (16% more per ability level). Its target's Attack Speed −30% for 8s. 50% chance to stun its target for 2 turns.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+6% Vanguard Attack.
Conquest skills
Active in the Navigator's Sanctum only.
Grapnel Bite opens at 0★
My iron bites the rail, the line snaps taut, and their whole deck lurches out from under them. Each volley has a 10% / 12.5% / 15% / 17.5% / 20% chance to stun its target for 1 turn.
Rail to Rail opens at 2★
Once my iron grinds their rail against mine, the oak they hid behind is only firewood at arm's length. Every enemy's Defense −5% / 7.5% / 10% / 12.5% / 15%.
The Waiting Blade opens at 3★
I don't chase a man across his own deck; I haul him onto my waiting blade. Own Attack +8% / 12% / 16% / 20% / 24%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Fouled Gunports opens at 0★
Lash your hull to mine and your guns can't run out, because a cannon needs room to recoil. Enemy squads' Attack −4% / 8% / 12% / 16% / 20%.
Short Work opens at 2★
Every grapnel gets hacked loose in the end, so we make short work of them first. Squads' Attack +5% / 10% / 15% / 20% / 25%.
Run Her Down opens at 3★
Nothing that swims has outrun my line yet; we close the water before the beast can dive. March speed when sailing at a beast +20% / 40% / 60% / 80% / 100% (while owned — no need to deploy).
Epic Broadside. Signature ability: Run Out the Guns.
EpicBroadside
Shards drop at the Tavern and from Fortune Chests, and turn up in the Market's shard rotations.
Attack
182 +7 a level
Defense
149 +6 a level
Health
1,815 +73 a level
Leads
Broadside stacks
Signature ability
Run Out the Guns 85s cooldown, fires whenever it is ready
Every allied squad's Attack Speed +10% for 6s (1% more per ability level). Hits its target for 100% of a volley (10% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+6% Broadside Attack.
Conquest skills
Active in the Navigator's Sanctum only.
Laid True opens at 0★
Forty years at the breech taught me not to aim a gun but to lay it, and a ball laid true goes exactly where it is told. Own Attack +8% / 12% / 16% / 20% / 24%.
Sponge, Load, Ram opens at 2★
Sponge, load, ram — three words, and my crews say them faster every time round. Every 3rd volley: own Attack Speed +1% / 2% / 3% / 4% / 5%, stacking up to 10 times (up to +10% / 20% / 30% / 40% / 50% at full stack).
Keep Their Heads Down opens at 3★
A gunner ducking my shot is a gunner not serving his own gun, so we never give him a quiet moment to stand up. Every enemy's Attack −5% / 7.5% / 10% / 12.5% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Beat to Quarters opens at 0★
No drum ever beat to quarters louder than I do, and every crew within three cables runs to its gun when I roar. Squads' Attack +5% / 10% / 15% / 20% / 25%.
The Fourth Count opens at 2★
Every crew of mine counts the drill aloud, and on four the whole deck speaks as one gun. Every 4th volley of a squad deals +20% / 40% / 60% / 80% / 100% extra damage.
Greenhands to Gunners opens at 3★
Hand me a deck of greenhands at dawn and by the dog-watch I will hand you back gun-crews. Ships per training batch +5% / 10% / 15% / 20% / 25% (while owned — no need to deploy).
Shards drop at the Tavern and from Fortune Chests, and turn up in the Market's shard rotations.
Attack
182 +7 a level
Defense
149 +6 a level
Health
1,815 +73 a level
Leads
Broadside stacks
Signature ability
Double Powder 85s cooldown, fires whenever it is ready
Its own Attack +35% for 8s (3.5% more per ability level). 30% chance to land a critical volley for +60% damage for 8s.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+4% Broadside Attack, +4% Broadside Speed (the speed half applies only where she fights as a hero squadron: Sanctum, Leviathan, Bear Trap, Intel; not to fleet hulls).
Conquest skills
Active in the Navigator's Sanctum only.
Up from the Magazine opens at 0★
Crimson Vane ran powder at nine, they say; I was running it up from the magazine at seven, and I never learned to walk. Own Attack Speed +10% / 15% / 20% / 25% / 30%.
One Measure Too Many opens at 2★
The gunner's book says one measure of powder, so I pack two and let the gun decide whether it wants to live. Own damage dealt +10% / 15% / 20% / 25% / 30%.
Singed and Still Grinning opens at 3★
Every round that singes me just raises the stake, and I've never once walked away from a table. When hit: a 10% chance of own Attack +4% / 6% / 8% / 10% / 12% for 3 turns, stacking up to 5 times (up to +20% / 30% / 40% / 50% / 60% at full stack).
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Powder to Every Gun opens at 0★
I run powder to every gun on the line, yours included, and every one of them goes off on a full hot charge. Squads' Lethality +5% / 10% / 15% / 20% / 25%.
Pray She Sings opens at 2★
Pack her hot, touch her off and pray she sings, and the more powder I pour, the more often she does. Each volley has an 8% / 16% / 24% / 32% / 40% chance for squads to deal +50% damage.
Half a Keg Will Do opens at 3★
Why pry a hold or a hillside open by hand when half a keg does it in one bang and the crews just scoop up what falls out? Every gathering march's yield +3% / 6% / 9% / 12% / 15% (while owned — no need to deploy).
Shards drop at the Tavern and from Fortune Chests, and turn up in the Market's shard rotations.
Attack
223 +9 a level
Defense
99 +4 a level
Health
1,403 +56 a level
Leads
Longshot stacks
Signature ability
Killing Calm 85s cooldown, fires whenever it is ready
Hits the strongest enemy squad for 220% of a volley (22% more per ability level). Its own Attack Speed +20% for 6s.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+6% Longshot Attack.
Conquest skills
Active in the Navigator's Sanctum only.
Load by Feel opens at 0★
My eye never leaves the glass; my cold hands load by feel, and they load quicker than yours. Own Attack Speed +10% / 15% / 20% / 25% / 30%.
The Helmsman First opens at 2★
Shoot the helmsman first, and the whole hull drifts dead under your guns. Each volley has a 10% / 12.5% / 15% / 17.5% / 20% chance to stun its target for 1 turn.
The Long Exhale opens at 3★
I breathe out until the frost leaves my lips, and only then does the strongest of you fall. Killing Calm's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Marked From Aloft opens at 0★
From the masthead I see the weak strake no one on deck can, and I sing it down to every gun. Enemy squads' Defense −5% / 10% / 15% / 20% / 25%.
On the Down-Roll opens at 2★
I do not choose when the deck rolls down; I only choose what dies when it does. Each volley has a 50% chance for squads to deal +10% / 20% / 30% / 40% / 50% damage.
Never Chase a Shadow opens at 3★
I sight the beast from the masthead before we weigh anchor, so my crew never sails after a shadow. Hunt stamina cost −4% / 8% / 12% / 16% / 20% (while owned — no need to deploy).
Epic Longshot. Signature ability: Inscribe the Fleet.
EpicLongshot
Shards drop at the Tavern and from Fortune Chests, and turn up in the Market's shard rotations.
Attack
223 +9 a level
Defense
99 +4 a level
Health
1,403 +56 a level
Leads
Longshot stacks
Signature ability
Inscribe the Fleet 85s cooldown, fires whenever it is ready
Fires 180% of a volley, shared out across every enemy squad (18% more per ability level). Every enemy squad takes 10% more damage for 3s (1% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+6% Longshot HP.
Conquest skills
Active in the Navigator's Sanctum only.
Leaden Glyph opens at 0★
I scratch the holding-glyph into the lead before I load it, and every gun it strikes runs out heavier than the last. Every enemy's Attack −5% / 7.5% / 10% / 12.5% / 15%.
No Time for a Fair Copy opens at 2★
When the wards cut into my own cuffs start to crack, I stop cutting glyphs fair and start cutting them fast. While below 50% HP: own Attack Speed +20% / 30% / 40% / 50% / 60%.
The Closing Stroke opens at 3★
A glyph is only a scratch on the lead until its closing stroke is cut, and then it bites. Own damage dealt +10% / 15% / 20% / 25% / 30%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Bind Their Hands opens at 0★
The Drowned Kingdom cut this script to hold something vast and patient at the bottom of the sea, so a gunner's arm is no work at all. Enemy squads' damage dealt −4% / 8% / 12% / 16% / 20%.
Written on the Hull opens at 2★
Once my glyph is burned into your planking, every gunner in my fleet can read exactly where to put the next ball. Enemy squads take +5% / 10% / 15% / 20% / 25% damage.
Notes in the Margin opens at 3★
I leave my readings of the old ruin-iron on the Blacksmith's bench, and his work goes quicker with someone who can read what he is hammering. Research speed +3% / 6% / 9% / 12% / 15% (while owned — no need to deploy).
Legendary Vanguard, Gen 1. Signature ability: Dead Man's Bulwark.
LegendaryVanguardGen 1
A Generation 1 Legendary. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
160 +6 a level
Defense
240 +10 a level
Health
2,800 +112 a level
Leads
Vanguard stacks
Signature ability
Dead Man's Bulwark 120s cooldown, fires once its hull drops below 30%
Raises a shield worth 36% of its max hull for 8s (3.5% more per ability level). For 12s, each hit it takes has a 30% chance to raise its Attack by 6%, up to 5 times.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+8% Vanguard HP.
Conquest skills
Active in the Navigator's Sanctum only.
Flesh of Deep-Sea Clay opens at 0★
The sea took the warmth out of me three months down, and what it left behind does not flinch. Own damage taken −10% / 15% / 20% / 25% / 30%.
Strings Drawn Taut opens at 2★
The nearer I sink toward the trench, the harder the thing below pulls my strings. While below 50% HP: own Attack +16% / 24% / 32% / 40% / 48%.
Four Hundred Guns opens at 3★
The Dirge carried four hundred guns, and every captain who sails with me fires as though each one were his to command. Every hero's Attack +5% / 7.5% / 10% / 12.5% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Already Drowned opens at 0★
My crews went down with the Dirge once already, and the sea finds nothing left in them to take. Squads' Health +5% / 10% / 15% / 20% / 25%.
Strange Stars opens at 2★
Under the stars I sail by, no chart in the world will tell your gunners where to aim. Enemy squads' damage dealt −4% / 8% / 12% / 16% / 20%.
The Cabin-Wall Tally opens at 3★
The hand that carves the tally is the last part of me still mine, and every fifth stroke it cuts across the rest. Every 5th volley of a squad deals +20% / 40% / 60% / 80% / 100% extra damage.
Exclusive weapon: The Dirge's Broken Sabre
The flag-officer's sabre Admiral Graves wore down into the Maelstrom on the quarterdeck of the Sovereign's Dirge. It snapped a hand's breadth above the hilt and has never been sheathed since.
Without Hesitation Conquest
They say the light in my eyes turns human in the instant before the killing blow, and then it is gone and the broken blade falls all the same. While below 50% HP: own Attack Speed +10% / 15% / 20% / 25% / 30%.
Fixed Point of Will Expedition, when defending the island
Whatever holds me to this world holds fast, so plant my sabre in your harbour and find the current that can move it. When defending the island: defender squads' Health +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 1 — The Founding Legends. Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Admiral's Commission readable from recruitment
Legendary Broadside, Gen 1. Signature ability: Broadside Barrage.
LegendaryBroadsideGen 1
The free Legendary. Day 2 of the login calendar and chapter 3 of the Captain's Log each hand you his full 10 shards, the Castaway's Landfall has more, and every Legendary shard the The Tavern drops is his.
Attack
220 +9 a level
Defense
180 +7 a level
Health
2,200 +88 a level
Leads
Broadside stacks
Signature ability
Broadside Barrage 90s cooldown, fires whenever it is ready
Hits every enemy squad for 200% of a volley (20% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+8% Broadside Attack.
Conquest skills
Active in the Navigator's Sanctum only.
The Admiral's Right Hand opens at 0★
Twelve years I was Graves' right hand, and the hand still remembers how to clear a deck. Own damage dealt +10% / 15% / 20% / 25% / 30%.
Mutineer's Draw opens at 2★
When I drew on the Admiral on his own quarterdeck, every man on it froze where he stood. Each volley has a 10% / 12.5% / 15% / 17.5% / 20% chance to stun its target for 1 turn.
No Further opens at 3★
Karath means 'no further', and the nearer you push me to that line, the faster my pistols speak. While below 50% HP: own Attack Speed +20% / 30% / 40% / 50% / 60%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Karath opens at 0★
One word inked inside my left wrist in the Drowned Kingdom's script: I am the line that holds. Each hit on a squad has an 8% / 16% / 24% / 32% / 40% chance to be cut by 50%.
First Over the Rail opens at 2★
I lead every boarding myself, and a crew that sees its captain go first strikes like it means to finish it. Each volley has a 50% chance for squads to deal +10% / 20% / 30% / 40% / 50% damage.
The Red Pennant opens at 3★
We fly crimson with no sigil and sail by one code, survival first, so no crew of mine dies for a crown. Squads' Defense +5% / 10% / 15% / 20% / 25%.
Exclusive weapon: The Quarterdeck Pair
The matched flintlocks he drew on Admiral Graves aboard the Sovereign's Dirge. Neither has fired on any orders but his own since.
Signal Shot Conquest
The whole broadside waits on one sound: my right-hand pistol. Broadside Barrage's damage +10% / 15% / 20% / 25% / 30%.
Vane's Last Orders Expedition, when defending the island
Every crew on my walls gets the orders I sealed in black wax: hold the line. When defending the island: defender squads' Lethality +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 1 — The Founding Legends. Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ Blood on the Quarterdeck readable from recruitment
Legendary Longshot, Gen 1. Signature ability: Ghost Volley.
LegendaryLongshotGen 1
A Generation 1 Legendary. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
270 +11 a level
Defense
120 +5 a level
Health
1,700 +68 a level
Leads
Longshot stacks
Signature ability
Ghost Volley 60s cooldown, fires whenever it is ready
Its next 3 volleys are armour-piercing, each worth 60% of a volley (6% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+8% Longshot Defense.
Conquest skills
Active in the Navigator's Sanctum only.
Steady Hands opens at 0★
Ink or powder, my hands do not shake; they never have. Own Attack +8% / 12% / 16% / 20% / 24%.
Off the Chart opens at 2★
Every shoal I have charted is one your helmsman has never seen, and a hull that heels on my reef shows its belly. Every enemy's Defense −5% / 7.5% / 10% / 12.5% / 15%.
Water Through Glass opens at 3★
When the cracks widen, the shot passes through me as water passes through glass. While below 50% HP: own Defense +50% / 75% / 100% / 125% / 150%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Sounding Line opens at 0★
Every hull has a depth at which it drowns, and I have sounded each one for you. Squads' Lethality +5% / 10% / 15% / 20% / 25%.
Bow and Beam opens at 2★
I take your bearing four points off my bow and again on my beam, and by then I know exactly where your hull will be. Every 4th volley of a squad deals +20% / 40% / 60% / 80% / 100% extra damage.
Ward-Ink opens at 3★
The lines I draw are ward-lines, and nothing in the deep may cross a line I have inked. Squads' damage taken −4% / 8% / 12% / 16% / 20%.
Exclusive weapon: Meridian
A long flintlock with the brass arc of the sextant she designed bolted along the barrel for a sight. She never aims at where a hull is, only at where her chart says it must be.
Through and Through Conquest
The ball goes clean through the first hull, because I have already charted the second. Ghost Volley's piercing-shot damage +10% / 15% / 20% / 25% / 30%.
The Ward-Walker's Watch Expedition, when defending the island
Every night I walk this island's shore, and nothing comes ashore that I have not already charted. When defending the island: defender squads' Defense +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 1 — The Founding Legends. Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Cartographer's Daughter readable from recruitment
Legendary Vanguard, Gen 2. Signature ability: Tortoise Formation.
LegendaryVanguardGen 2
A Generation 2 Legendary. Joins the sea when your kingdom reaches day 60. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
160 +6 a level
Defense
240 +10 a level
Health
2,800 +112 a level
Leads
Vanguard stacks
Signature ability
Tortoise Formation 100s cooldown, fires whenever it is ready
Every allied squad takes 30% less damage for 10s (3% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+10% Vanguard Defense when stationary.
Conquest skills
Active in the Navigator's Sanctum only.
Ironwall Edge opens at 0★
Khatun's line advances like a closing gate. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Unyielding Bastion opens at 2★
Her wall has never once been breached. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Shell of the Khatun opens at 3★
Shields lock into a fortress that walks. (Sanctum) Defense +3% / 6% / 9% / 12% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Pike Line opens at 0★
A hedge of spears no charge survives. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Locked Shields opens at 2★
Edge to edge, no gap for a blade. (Expedition) Defense +3% / 6% / 9% / 12% / 15%.
Tortoise March opens at 3★
Slow, total, and unstoppable. (Expedition) Health +3% / 6% / 9% / 12% / 15%.
Exclusive weapon: The Oxblood Lamellar
Her oxblood-lacquered lamellar breastplate, with a lead-lined case welded inside it over her heart. The case holds one of the spiral coins; she took it on purpose to learn the enemy's voice, and she has never once obeyed it.
Seventeen Days Conquest
Forty ships broke against Yulun for seventeen days because every gun on that wall held exactly where I had placed it. Every hero's Defense +5% / 7.5% / 10% / 12.5% / 15%.
Patience of Stone Expedition, when defending the island
I never needed to be stronger than the attacker, only more patient, because a fortress that refuses to fall has already won. When defending the island: defender squads' Defense +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 2 — Corsair's Wake. Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
Legendary Broadside, Gen 2. Signature ability: Chain Shot.
LegendaryBroadsideGen 2
A Generation 2 Legendary. Joins the sea when your kingdom reaches day 60. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
220 +9 a level
Defense
180 +7 a level
Health
2,200 +88 a level
Leads
Broadside stacks
Signature ability
Chain Shot 75s cooldown, fires whenever it is ready
Hits its target for 150% of a volley (15% more per ability level). Its target's Attack Speed −50% for 12s.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+6% Broadside Attack, +6% Broadside Speed.
Conquest skills
Active in the Navigator's Sanctum only.
Salvo Tempo opens at 0★
Santiago keeps a beat the gunners cannot miss. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Powder-Hardened Hull opens at 2★
Seasoned by the recoil of ten thousand shots. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Chained Volley opens at 3★
Linked shot to shred sail and crew alike. (Sanctum) Chain Shot's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Bar-Shot Sweep opens at 0★
Spinning iron that cuts the rigging to ribbons. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Throat-Cutter opens at 2★
Bar-shot tuned to sever, not to scratch. (Expedition) Lethality (damage dealt) +2.5% / 5% / 7.5% / 10% / 12.5%.
Rigging Wrecker opens at 3★
Cripple the ship, then take your time. (Expedition) Chain Shot's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Exclusive weapon: The Last Round
One cannonball of alloyed iron, forged from a fragment of every Drowned Kingdom ruin he has visited, quenched at the Maelstrom's edge and cut with ward-glyphs copied from Marisol's charts. It rides in a velvet-lined case in his cabin until the day he fires it.
Resonance Theory Conquest
Out of a whole broadside, one ball once scarred a ghost ship's mast, and I have cut every chain shot since to strike that same note. Chain Shot's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Harren's Point Batteries Expedition, when defending the island
I fired my first shot of this war from the shore batteries at Harren's Point, and a gun bedded in solid rock still answers me best. When defending the island: defender squads' Attack +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 2 — Corsair's Wake. Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Cannoneer's Oath readable from recruitment
★★ The Return of the Dead unsealed at 1★
★★★ The Loudest Gun in the Archipelago unsealed at 2★
Legendary Longshot, Gen 2. Signature ability: Riptide Snare.
LegendaryLongshotGen 2
A Generation 2 Legendary. Joins the sea when your kingdom reaches day 60. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
270 +11 a level
Defense
120 +5 a level
Health
1,700 +68 a level
Leads
Longshot stacks
Signature ability
Riptide Snare 90s cooldown, fires whenever it is ready
Lays a mine that goes off after 3s for 250% of a volley (25% more per ability level) and stuns for 4 turns.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+12% Longshot Attack vs. slowed targets.
Conquest skills
Active in the Navigator's Sanctum only.
Tideward Aim opens at 0★
Yara fires with the pull of the moon behind her. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Saltworn Resilience opens at 2★
Tempered by every tide she has ridden. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Pull of the Long Tide opens at 3★
The sea answers when Yara calls it. (Sanctum) Riptide Snare's mine damage +10% / 15% / 20% / 25% / 30%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Undertow Shot opens at 0★
A round that drags its target under. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Drowning Pull opens at 2★
The undertow drags every wound wide open. (Expedition) Lethality (damage dealt) +2.5% / 5% / 7.5% / 10% / 12.5%.
The salt and ash of Velathu's shore, the stuff of every ward-sigil her people have ever drawn. She paddled out of Velathu with nothing else but her mother's blessing, and every snare she lays is drawn from it.
The Older Song Conquest
My people sang the sea calm in an older language, from before the deep was a prison, so one helmsman is a small thing to hold still. Each volley has a 10% / 12.5% / 15% / 17.5% / 20% chance to stun its target for 1 turn.
Never the Kind to Wait Expedition, when leading a rally
My mother sent me out past the reef because our people were never the kind to wait for the end to reach our shore. When leading a rally: rally squads' Lethality +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 2 — Corsair's Wake. Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
Legendary Vanguard, Gen 3. Signature ability: Eye of the Storm.
LegendaryVanguardGen 3
A Generation 3 Legendary. Joins the sea when your kingdom reaches day 120. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
160 +6 a level
Defense
240 +10 a level
Health
2,800 +112 a level
Leads
Vanguard stacks
Signature ability
Eye of the Storm 120s cooldown, fires whenever it is ready
Churns the water under every enemy squad: 5% of their hull every second for 15s. Their aim drops 20% while it lasts.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+10% Vanguard HP during adverse weather.
Conquest skills
Active in the Navigator's Sanctum only.
Galeguard Edge opens at 0★
Bjorn strikes with the leading edge of the storm. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Storm-Forged Hide opens at 2★
Lightning tempered him; it won't finish the job. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Eye of the Tempest opens at 3★
Calm at the centre while ruin spins around him. (Sanctum) Defense +3% / 6% / 9% / 12% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Thunderbrand opens at 0★
A blade that answers every blow with thunder. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Stormbreak Bulwark opens at 2★
He breaks the squall across his shoulders. (Expedition) Defense +3% / 6% / 9% / 12% / 15%.
Heart of the Gale opens at 3★
He carries the storm and looses it at will. (Expedition) Health +3% / 6% / 9% / 12% / 15%.
Exclusive weapon: Kaelthor's Hammer
A war-hammer forged in the likeness of the one carved on the Thunderhead's prow, the hammer of Kaelthor that the Vargheim believe can split the wind itself. Bjorn has cut Drowned Kingdom ward-runes into its head beside Kaelthor's own, and when they glow the voice in the thunder goes quiet.
Cleft in Two Conquest
The Vargheim say Kaelthor's hammer can split the wind itself, and I have yet to meet a hull harder than the wind. Own damage dealt +10% / 15% / 20% / 25% / 30%.
Weighted Keels Expedition, when defending the island
With her weighted keels down the Thunderhead rides out seas that would roll any other hull, and an island I hold rides out a siege the same way. When defending the island: defender squads' Health +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 3 — Stormborn (Day 120). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
Legendary Broadside, Gen 3. Signature ability: Tempest Salvo.
LegendaryBroadsideGen 3
A Generation 3 Legendary. Joins the sea when your kingdom reaches day 120. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
220 +9 a level
Defense
180 +7 a level
Health
2,200 +88 a level
Leads
Broadside stacks
Signature ability
Tempest Salvo 100s cooldown, fires whenever it is ready
Fires 300% of a volley, shared out across every enemy squad (30% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+10% Broadside Attack vs. fleets below half strength.
Conquest skills
Active in the Navigator's Sanctum only.
Squall Opener opens at 0★
Hel's first volley arrives like a sudden gale. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Cyclone-Battered Oak opens at 2★
A hull that has ridden out far worse. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Eyewall Salvo opens at 3★
The fiercest fire rings the calm she leaves. (Sanctum) Tempest Salvo's damage +10% / 15% / 20% / 25% / 30%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Wind-driven shot strips a deck to splinters. (Expedition) Lethality (damage dealt) +2.5% / 5% / 7.5% / 10% / 12.5%.
Hurricane's Reach opens at 3★
No deck is beyond her tempest. (Expedition) Tempest Salvo's damage +10% / 15% / 20% / 25% / 30%.
Exclusive weapon: The White Tree
The ward-energy that tore loose from a broken Drowned Kingdom seal and struck a six-year-old girl standing in seawater. She carries it in the white scars that branch across her skin like the roots of a white tree, and every fight adds to its charge.
The Burning Fuse Conquest
Every fight adds to the charge in me and none of it ever discharges, so each volley comes faster than the last until the fuse runs out. Every 3rd volley: own Attack Speed +1% / 1.5% / 2% / 2.5% / 3%, stacking up to 10 times (up to +10% / 15% / 20% / 25% / 30% at full stack).
I Was Here Expedition, when leading a rally
When the dead fleet closes around us I sail into the middle of it, and every crew that follows me in fires the same answer: I was here, and I mattered, and the dark did not win. When leading a rally: rally squads' Attack +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 3 — Stormborn (Day 120). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Girl Who Was Struck readable from recruitment
Legendary Longshot, Gen 3. Signature ability: Tailwind.
LegendaryLongshotGen 3
A Generation 3 Legendary. Joins the sea when your kingdom reaches day 120. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
270 +11 a level
Defense
120 +5 a level
Health
1,700 +68 a level
Leads
Longshot stacks
Signature ability
Tailwind 90s cooldown, fires whenever it is ready
Every allied squad's Attack Speed +40% for 10s (4% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+8% Fleet March Speed, +4% Longshot Attack Speed.
Conquest skills
Active in the Navigator's Sanctum only.
Swiftshot opens at 0★
Naia looses before the enemy finds their feet. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Featherweight Rigging opens at 2★
Light lines, quick to mend, quick to run. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Following Wind opens at 3★
The breeze always seems to favour her line. (Sanctum) Defense +3% / 6% / 9% / 12% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Crosswind Round opens at 0★
A shot that curves on the wind to its mark. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Hairtrigger Edge opens at 2★
She fires the instant the kill-line opens. (Expedition) Lethality (damage dealt) +2.5% / 5% / 7.5% / 10% / 12.5%.
Full Tailwind opens at 3★
Sheets out, she carries the whole fleet forward. (Expedition) Health +3% / 6% / 9% / 12% / 15%.
Exclusive weapon: The Kalassos Whistle
A plain brass whistle on a cord at her throat. She could whistle up a breeze before she could walk; the brass only makes sure every sail in the fleet hears which way the air is about to turn.
The Caller Conquest
The Caller was the first of my grandmother's songs I learned, and the east air still comes to fill my sails whenever I sing it. Own Attack Speed +10% / 15% / 20% / 25% / 30%.
Becalmed Expedition, when defending the island
Forty-three days of dead air killed eleven of my people on Kalassos, and I can take the air out of a raider's canvas just as surely. When defending the island: defender squads' Lethality +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 3 — Stormborn (Day 120). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Wind-Singer of Kalassos readable from recruitment
Legendary Vanguard, Gen 4. Signature ability: Abyssal Grasp.
LegendaryVanguardGen 4
A Generation 4 Legendary. Joins the sea when your kingdom reaches day 180. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
160 +6 a level
Defense
240 +10 a level
Health
2,800 +112 a level
Leads
Vanguard stacks
Signature ability
Abyssal Grasp 110s cooldown, fires whenever it is ready
Forces every enemy squad to fire at it for 8s. Throws 25% of the damage it takes back at the attacker for 8s (2.5% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+10% Vanguard Defense, -5% Vanguard Speed.
Conquest skills
Active in the Navigator's Sanctum only.
Sovereign's Reach opens at 0★
The drowned crown commands even the tide. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Coral-Crowned Hide opens at 2★
Centuries of reef grown into living armour. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Grasp of the Drowned opens at 3★
Cold hands rise to hold the enemy fast. (Sanctum) Defense +3% / 6% / 9% / 12% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Tidebound Blade opens at 0★
A sword heavy with the weight of the deep. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Abyssal Carapace opens at 2★
Pressure-forged plate from the lightless floor. (Expedition) Defense +3% / 6% / 9% / 12% / 15%.
Throne of Brine opens at 3★
He drags all challengers down to kneel. (Expedition) Health +3% / 6% / 9% / 12% / 15%.
Exclusive weapon: Circlet of Living Coral
The crown of branching coral fused to his brow on the day he sank his kingdom, still pulsing with the last light of the ward-network he built. When it goes dark, so does the prison.
The Mountain Endures Conquest
I endured a god's rage the way a mountain endures the wind, and every gun I call down on myself breaks against that same will. Own damage taken −10% / 15% / 20% / 25% / 30%.
The Forgotten Vigil Expedition, when defending the island
I kept the vigil alone in the dark while the world forgot my name, and your harbour wall is a far smaller thing to keep. When defending the island: defender squads' Defense +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 4 — The Drowned Court (Day 180). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Crown Beneath the Waves readable from recruitment
Legendary Broadside, Gen 4. Signature ability: Cursed Cannons.
LegendaryBroadsideGen 4
A Generation 4 Legendary. Joins the sea when your kingdom reaches day 180. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
220 +9 a level
Defense
180 +7 a level
Health
2,200 +88 a level
Leads
Broadside stacks
Signature ability
Cursed Cannons 100s cooldown, fires whenever it is ready
For 12s its volleys leave a curse that burns 3% hull a second, stacking up to 5 times.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+8% Broadside Attack. Kills by this fleet cannot be healed for 30s.
Conquest skills
Active in the Navigator's Sanctum only.
Hexshot opens at 0★
Thorne's shot carries a curse in the powder. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Gravebound Timbers opens at 2★
A hull that refuses to rot or rest. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Cursed Fusillade opens at 3★
Wounds his guns open do not close. (Sanctum) Defense +3% / 6% / 9% / 12% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Witherfire opens at 0★
Fire that withers whatever it merely grazes. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Necrotic Rounds opens at 2★
Shot that festers every wound it leaves. (Expedition) Lethality (damage dealt) +2.5% / 5% / 7.5% / 10% / 12.5%.
Plague the Guns opens at 3★
Every barrel breathes a little death. (Expedition) Health +3% / 6% / 9% / 12% / 15%.
Exclusive weapon: Korvassa Black Iron
One of the ward-glyphed cannonballs Thorne took from the drowned forge in the trench south of Korvassa, black enough to drink lantern light. It withers whatever it strikes, and it has been withering Thorne since the day he loaded it.
The Reef Went Gray Conquest
My first black-iron round struck a reef, and the reef did not shatter but withered where it stood, the way every crew I have fired on since has withered. Every enemy's Attack −5% / 7.5% / 10% / 12.5% / 15%.
Paid in Secrets Expedition, when defending the island
My guns go to whoever brings me what I need to know, and this island paid in full. When defending the island: defender squads' Attack +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 4 — The Drowned Court (Day 180). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Privateer's Bargain readable from recruitment
Legendary Longshot, Gen 4. Signature ability: Banshee's Wail.
LegendaryLongshotGen 4
A Generation 4 Legendary. Joins the sea when your kingdom reaches day 180. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
270 +11 a level
Defense
120 +5 a level
Health
1,700 +68 a level
Leads
Longshot stacks
Signature ability
Banshee's Wail 120s cooldown, fires whenever it is ready
Silences enemy abilities for 6s. Hits every enemy squad for 100% of a volley (10% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+10% Longshot Attack vs. debuffed targets.
Conquest skills
Active in the Navigator's Sanctum only.
Luring Note opens at 0★
Evangeline's song draws the eye from the danger. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Songweave Veil opens at 2★
Her melody turns blades a hair aside. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Maiden's Lament opens at 3★
A grief-song that unmakes a man's resolve. (Sanctum) Banshee's Wail's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Piercing Aria opens at 0★
A high note that cuts cleaner than any shot. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Shatter-Note opens at 2★
A pitch that bursts timber and bone alike. (Expedition) Lethality (damage dealt) +2.5% / 5% / 7.5% / 10% / 12.5%.
Banshee's Chorus opens at 3★
Many voices, one killing scream. (Expedition) Banshee's Wail's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Exclusive weapon: The Requiem Score
The funeral song she has spent months composing, written in a script that braids Santiago's mathematics with the ward-glyphs off Marisol's charts. No other singer could perform it, and no other singer could survive it.
The Last and Purest Note Conquest
If my voice must break to hold the prison shut, the last note it makes will be the purest I have ever sung. Banshee's Wail's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Follow My Voice Expedition, when leading a rally
My court follows my voice the way moths follow a flame, and when I lead them in, the song does their killing for them. When leading a rally: rally squads' Lethality +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 4 — The Drowned Court (Day 180). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Singer of Sorrow's Reach readable from recruitment
Legendary Vanguard, Gen 5. Signature ability: Abyssal Awakening.
LegendaryVanguardGen 5
A Generation 5 Legendary. Joins the sea when your kingdom reaches day 240. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
160 +6 a level
Defense
240 +10 a level
Health
2,800 +112 a level
Leads
Vanguard stacks
Signature ability
Abyssal Awakening 130s cooldown, fires whenever it is ready
Awakens for 15s with all stats +50%. Surviving the awakening leaves a permanent +5% for the rest of the battle, up to 3 times.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+12% Vanguard HP.
Conquest skills
Active in the Navigator's Sanctum only.
Deep Caller's Edge opens at 0★
The Herald strikes with the deep's own weight. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Leviathan Scales opens at 2★
Plates that shrug off a kraken's bite. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Herald's Awakening opens at 3★
He rouses the beast that sleeps in his blood. (Sanctum) Defense +3% / 6% / 9% / 12% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Tidal Brand opens at 0★
A blow that lands like a breaking wave. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Abyss-Plated Hide opens at 2★
Armoured by the crushing dark. (Expedition) Defense +3% / 6% / 9% / 12% / 15%.
Rise the Leviathan opens at 3★
He swells into a thing the sea itself fears. (Expedition) Health +3% / 6% / 9% / 12% / 15%.
Exclusive weapon: Vat-Grown Chitin
Plates of engineered chitin the Drowned Kingdom grew in its vats for a war against the entity. They closed around Brother Erasmus at the bottom of the trench and have never opened since.
Grown for This War Conquest
My plates were grown in the Drowned Kingdom's vats to take the entity's own blows, so a cannonball is a small thing to turn aside. Each hit on the squadron has a 30% chance to be cut by 10% / 15% / 20% / 25% / 30%.
Hold the Door Shut Expedition, when defending the island
My charge is not to triumph but to endure, and I will hold this door shut long enough for you to throw the bolt. When defending the island: defender squads' Health +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 5 — Abyssal Tide (Day 240). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Penitent of the Deep readable from recruitment
Legendary Broadside, Gen 5. Signature ability: Pressure Crush.
LegendaryBroadsideGen 5
A Generation 5 Legendary. Joins the sea when your kingdom reaches day 240. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
220 +9 a level
Defense
180 +7 a level
Health
2,200 +88 a level
Leads
Broadside stacks
Signature ability
Pressure Crush 80s cooldown, fires whenever it is ready
Hits its target for 180% of a volley (18% more per ability level). Each use in the same battle hits 20% harder. Its target's Defense −30% for 10s.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+8% Broadside Attack. +15% damage below 40% HP.
Conquest skills
Active in the Navigator's Sanctum only.
Depth Opener opens at 0★
Rynn's first charge cracks the strongest hull. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Pressure-Hardened Hull opens at 2★
Forged by a mile of water bearing down. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Crushing Cascade opens at 3★
Each blast lands harder than the last. (Sanctum) Pressure Crush's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Concussive Round opens at 0★
A shot that buckles plate without piercing it. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Killing Pressure opens at 2★
He cracks hulls right where they're already strained. (Expedition) Lethality (damage dealt) +2.5% / 5% / 7.5% / 10% / 12.5%.
Hull-Crusher opens at 3★
The sea squeezes shut wherever Rynn points. (Expedition) Pressure Crush's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Exclusive weapon: Kaldreth's Depth Charge
A brass sphere of Drowned Kingdom ward-metal, rebuilt with a modern fuse and carried under her arm like a diving helmet. Rynn has never once trusted it to anyone else.
Calculated Yield Conquest
I never guess at a charge: I work the yield to the last decimal, and I pack each one heavier than the last. Pressure Crush's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Fathom by Fathom Expedition, when leading a rally
Give me the target and the depth, and I'll have the blast radius worked out to the last fathom before your rally clears the harbour. When leading a rally: rally squads' Lethality +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 5 — Abyssal Tide (Day 240). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Wreck-Diver's Daughter readable from recruitment
Legendary Longshot, Gen 5. Signature ability: Tentacle Barrage.
LegendaryLongshotGen 5
A Generation 5 Legendary. Joins the sea when your kingdom reaches day 240. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
270 +11 a level
Defense
120 +5 a level
Health
1,700 +68 a level
Leads
Longshot stacks
Signature ability
Tentacle Barrage 100s cooldown, fires whenever it is ready
Calls 4 tentacles onto enemy squads; together they deal 120% of a volley over 8s (12% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+10% Longshot Attack. Nearby allies gain +5% Attack.
Conquest skills
Active in the Navigator's Sanctum only.
Inkstorm Aim opens at 0★
Calypso blinds the deck before she strikes. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Cephalid Resilience opens at 2★
Cut one arm and two more take its place. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Brood Barrage opens at 3★
Her children rise with every salvo. (Sanctum) Tentacle Barrage's summon damage +10% / 15% / 20% / 25% / 30%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Tentacle Lash opens at 0★
A reach no rail can keep out. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Rending Arms opens at 2★
Tentacles tear into the gaps in the plating. (Expedition) Lethality (damage dealt) +2.5% / 5% / 7.5% / 10% / 12.5%.
Driftwood and whale bone from the house she kept for forty years beside the black pool on Morothi, strung on kelp and woven into her braid. When she sang over that pool, the charms answered first, and then seven children came home.
The Mother's Embrace Conquest
I drilled my seven children in the one pattern the Drowned Kingdom drew up for them a thousand years ago: encircle, then constrict. Tentacle Barrage's summon damage +10% / 15% / 20% / 25% / 30%.
The Seaward Covenant Expedition, when defending the island
My children were bred to hunt whatever threatens what the deep keeps, and this harbour is under the covenant now. When defending the island: defender squads' Lethality +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 5 — Abyssal Tide (Day 240). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Witch of the Tidepools readable from recruitment
Legendary Vanguard, Gen 6. Signature ability: Maw of the Abyss.
LegendaryVanguardGen 6
A Generation 6 Legendary. Joins the sea when your kingdom reaches day 300. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
160 +6 a level
Defense
240 +10 a level
Health
2,800 +112 a level
Leads
Vanguard stacks
Signature ability
Maw of the Abyss 150s cooldown, fires whenever it is ready
Churns the water under every enemy squad: 8% of their hull every second for 10s.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+15% Vanguard HP. Immune to displacement.
Conquest skills
Active in the Navigator's Sanctum only.
Maelstrom Edge opens at 0★
Charybdis strikes and the water spins in after. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Whirlpool Hide opens at 2★
Blows wash off her like spray off a vortex. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Devouring Maw opens at 3★
All that comes near is swallowed whole. (Sanctum) Defense +3% / 6% / 9% / 12% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Vortex Strike opens at 0★
A blow with a whirlpool's pull behind it. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Eye of Charybdis opens at 2★
Still and certain at the centre of the churn. (Expedition) Defense +3% / 6% / 9% / 12% / 15%.
Swallow the Tide opens at 3★
She opens, and the sea pours the enemy in. (Expedition) Health +3% / 6% / 9% / 12% / 15%.
Exclusive weapon: The Cracked Seal
What is left of the central ward the Drowned Kingdom laid over the mouth that drinks the sea, the heaviest seal ever forged. She wears it over her heart, and the crack widens every year.
The Mouth That Drinks Conquest
Strike me and you only feed the spiral: every blow that lands is drawn down and comes back up as hunger. When hit: a 10% chance of own Attack +2% / 3% / 4% / 5% / 6% for 3 turns, stacking up to 5 times (up to +10% / 15% / 20% / 25% / 30% at full stack).
Walls of Turning Water Expedition, when defending the island
Come down, come down, I tell every hull that sails at this island, and none of them gets past walls of water that were turning before their kind was born. When defending the island: defender squads' Defense +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 6 — Myths of the Deep (Day 300). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
Legendary Broadside, Gen 6. Signature ability: World Ender.
LegendaryBroadsideGen 6
A Generation 6 Legendary. Joins the sea when your kingdom reaches day 300. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
220 +9 a level
Defense
180 +7 a level
Health
2,200 +88 a level
Leads
Broadside stacks
Signature ability
World Ender 140s cooldown, fires whenever it is ready
Hits every enemy squad for 500% of a volley (50% more per ability level). Channels for 3s first, taking 50% more damage while it does.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+12% Broadside Attack. Kills reset cooldowns by 20s.
Conquest skills
Active in the Navigator's Sanctum only.
Cataclysm Opener opens at 0★
The Maelstrom's first stroke ends the argument. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Storm-Eternal Hull opens at 2★
Built from the wreck of a hundred fleets. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Gathering Doom opens at 3★
The waters draw back before the end. (Sanctum) World Ender's damage +10% / 15% / 20% / 25% / 30%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Ruinous Volley opens at 0★
Fire enough to scour a whole horizon. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Annihilation Pitch opens at 2★
The maelstrom seeks out the breaking point. (Expedition) Lethality (damage dealt) +2.5% / 5% / 7.5% / 10% / 12.5%.
Herald the End opens at 3★
It looses the doom it has been holding back. (Expedition) World Ender's damage +10% / 15% / 20% / 25% / 30%.
Exclusive weapon: The Nameless Mask
A smooth bone-white mask with two dark slits, worn since the day the captain surrendered a name to the helm of the black ship. The face beneath it was taken a little at a time, one broadside at a time.
Nothing Wasted Conquest
Every round I fire is a life given freely, so I waste none of them. Own damage dealt +10% / 15% / 20% / 25% / 30%.
None Were Pressed Expedition, when defending the island
Every soul aboard my ship chose this deck freely, and not one of them will step back from the walls I am asked to hold. When defending the island: defender squads' Health +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 6 — Myths of the Deep (Day 300). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Weapon That Was a Man readable from recruitment
Legendary Longshot, Gen 6. Signature ability: The Locker.
LegendaryLongshotGen 6
A Generation 6 Legendary. Joins the sea when your kingdom reaches day 300. Legendary shards at the Tavern are always Crimson Vane, so collect this hero from shard rotations in the Market, events and packs.
Attack
270 +11 a level
Defense
120 +5 a level
Health
1,700 +68 a level
Leads
Longshot stacks
Signature ability
The Locker 160s cooldown, fires whenever it is ready
Locks the strongest enemy squad out of the battle for 8s. It comes back taking 200% of a volley (20% more per ability level) and slowed 50% for 6s.
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
Enemy fleets start with -10% stats for 20s.
Conquest skills
Active in the Navigator's Sanctum only.
Locker's Aim opens at 0★
Jones marks the soul he means to keep. (Sanctum) Attack +3% / 6% / 9% / 12% / 15%.
Coffin-Iron Resolve opens at 2★
Nailed shut against fear and shot alike. (Sanctum) Health +3% / 6% / 9% / 12% / 15%.
Consign to the Deep opens at 3★
What Jones claims, the sea does not return. (Sanctum) The Locker's return damage +10% / 15% / 20% / 25% / 30%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Soul-Toll Shot opens at 0★
Every round collects a debt owed the deep. (Expedition) Attack +3% / 6% / 9% / 12% / 15%.
Death's Toll opens at 2★
Each shot collects a life the deep is owed. (Expedition) Lethality (damage dealt) +2.5% / 5% / 7.5% / 10% / 12.5%.
Claim the Locker opens at 3★
He drags even the strongest down to the dark. (Expedition) The Locker's return damage +10% / 15% / 20% / 25% / 30%.
Exclusive weapon: The Locker's Padlock
Cold iron at his collar, older than any ship that ever sank. Every soul the sea has claimed has passed beneath its shackle, and it opens for no hand but the Keeper's.
The Buried Clause Conquest
The compact keeps my hands out of the living's wars save for one buried clause, and that clause wakes the moment the Locker itself is threatened. While below 50% HP: own Attack +10% / 15% / 20% / 25% / 30%.
Judgment of the Deep Expedition, when leading a rally
The dead are mine and the living are theirs, but when the dead fleet comes for my Locker, every drowned soul rows behind whoever leads the line against it. When leading a rally: rally squads' Lethality +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Chronicle
Gen 6 — Myths of the Deep (Day 300). Six chapters, one unsealed per star. The Almanac lists the titles and keeps the story for the game.
★ The Name the Sea Remembers readable from recruitment
Only from the VIP Special Packs at VIP 1 to 6. See the stores.
Attack
220 +9 a level
Defense
180 +7 a level
Health
2,200 +88 a level
Leads
Broadside stacks
Signature ability
Sovereign's Wrath 90s cooldown, fires whenever it is ready
Hits its target for 200% of a volley (20% more per ability level). Every allied squad's Lethality +10% for 8s (1% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+10% Broadside Attack.
Conquest skills
Active in the Navigator's Sanctum only.
Crown's Muster opens at 0★
Stand to, every captain of you, for the crown is watching. Every hero's Attack +5% / 7.5% / 10% / 12.5% / 15%.
Bend the Knee opens at 2★
Kneel; a man on his knees guards nothing. Every enemy's Defense −5% / 7.5% / 10% / 12.5% / 15%.
Unbought Resolve opens at 3★
No price moves me, and no shot either. Each hit on the squadron has a 30% chance to be cut by 10% / 15% / 20% / 25% / 30%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Royal Warrant opens at 0★
By the crown's warrant every gun runs out, whoever's deck it stands on. Squads' Attack +5% / 10% / 15% / 20% / 25%.
Give No Quarter opens at 2★
No quarter asked and none given; that is the whole of my orders. Squads' Attack +3% / 6% / 9% / 12% / 15% and Lethality +2% / 4% / 6% / 8% / 10%.
Not for Sale opens at 3★
They tell me every man has his price, so name mine. Each hit on a squad has a 40% chance to be cut by 10% / 20% / 30% / 40% / 50%.
Exclusive weapon: Crownwrit
Seabane's longsword. Its fuller is cut with the articles of the one crown he has ever served, his own, and in thirty years no gold has tarnished it.
Read Out the Sentence Conquest
The sentence is already passed; the blade only reads it out. Sovereign's Wrath's damage +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
Raise the Royal Standard Expedition, when leading a rally
Where my standard flies, the whole fleet is one blade. When leading a rally: rally squads' Lethality +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.
Legendary Vanguard, VIP. Signature ability: Gold Enough for All.
LegendaryVanguardVIP
Only from the VIP Special Packs at VIP 7 to 12. See the stores.
Attack
160 +6 a level
Defense
240 +10 a level
Health
2,800 +112 a level
Leads
Vanguard stacks
Signature ability
Gold Enough for All 110s cooldown, fires once its hull drops below 70%
Raises a shield worth 25% of its max hull for 9s (2.5% more per ability level). Every allied squad's Attack +15% for 6s (1.5% more per ability level).
The ability gains a level at 2★, 3★, 4★ and 5★.
Passive
+12% Vanguard HP.
Conquest skills
Active in the Navigator's Sanctum only.
Plated in Plunder opens at 0★
I never spend a coin; I hammer it onto my plate instead, layer on gleaming layer. Own Defense +25% / 36.3% / 47.5% / 58.8% / 70%.
Every Coin Remembered opens at 2★
Every blow that lands is a coin taken from me, and I have never once forgiven a debt. When hit: a 10% chance of own Attack +4% / 6% / 8% / 10% / 12% for 3 turns, stacking up to 5 times (up to +20% / 30% / 40% / 50% / 60% at full stack).
Mine, All of It opens at 3★
Mine: the ships, the crews, all of it, and every hand that reaches for my hoard shakes before it strikes. Every enemy's Attack −5% / 7.5% / 10% / 12.5% / 15%.
Expedition skills
Active everywhere else: hunts, raids, rallies, the Arena, bosses and the garrison. The first one is the skill this hero lends a rally when you join with them in slot 1.
Weigh the Prize opens at 0★
Every hull has a price, and my gunners aim for the seam where the purse splits. Enemy squads take +5% / 10% / 15% / 20% / 25% damage.
Gold Fever opens at 2★
My hunger is catching: every hand in my line can smell the hoard and fights like a man who means to keep his share. Squads' Lethality +5% / 10% / 15% / 20% / 25%.
Pick of the Hold opens at 3★
Any hull on the water might carry the pick of the hold, so my gunners fire every round as if this one does. Each volley has an 8% / 16% / 24% / 32% / 40% chance for squads to deal +50% damage.
Exclusive weapon: The Thousand-Prize Crown
Beaten from the melted coin of every ship he ever took as a prize, and still, he complains, too light.
Gilded to the Bone Conquest
The crown's weight runs down into my plating until no blade can find the man beneath the gold. Gold Enough for All's shield +10% / 15% / 20% / 25% / 30% (its other effects are unchanged).
A Share for Every Crew Expedition, when leading a rally
There is gold enough for every crew in my rally, I tell them, and they row as though they believe it. When leading a rally: rally squads' Attack +5% / 7.5% / 10% / 12.5% / 15%.
Ten levels, paid in Weapon Widgets (5 for the first, 50 for the last). At level 10 it adds +30% Attack, +25% Defense, +30% Health and +15% Lethality. More in Raising heroes.