
The game’s encyclopedia
The Pilot’s Book
How the sea works: sailing, battle, trade, the island and the army — step by step, with pictures. And the reference of every creature, ship, item, building and good.
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Sea and sailing
SailingTap the sea to set a course; the ship sails there on its own.2 steps
PortsA port repairs the ship, trades goods and hires crew.3 steps
The wheel and the sailsDrag the wheel the way to sail; «+» and «−» set the sail; the arc shows how much canvas is set; on a keyboard, W/A/S/D.4 steps
A course by tapTap the open sea and the helmsman takes her there; the pill on top shows the way left and «stop». Any turn of the wheel takes the helm back.3 steps
The chart, «Where am I» and the minimapThe minimap (top right) opens the chart. Its chips switch the layers; «Where am I» brings your ship back into view.3 steps
Wind and currentsWith the wind behind, up to +45 % speed; into the wind, slower, and dead into it you barely move. Currents carry the ship on their own.3 steps
Storms and the jury sailIn a storm, never sail with full canvas: it tears. Three quarters is safe. With the sails gone and no sailcloth, raise the jury sail.4 steps
The hold and overloadTrade goods over half the hold (three quarters on a trader's hull) — overload, −20 % speed. Over the brim — −35 %. Ship's stores do not count.4 steps
Ship's storesProvisions feed the crew, sailcloth mends the sails, planks mend the hull. They are light, every harbour sells them, and they cannot be sold.4 steps
RepairsAt sea, out of a fight: «Repair» (R) — the crew mend with planks and sailcloth. In port the yard mends everything for silver.3 steps
The crew and moraleMorale tends to 70. Hunger, curses and black storms lower it, rum raises it. High spirits load faster and board harder; low ones slow everything.3 steps
Leaving the gameIn port you leave at once. At sea press «Exit» in the «⋯» tray: 30 s, and any order cancels it. A dropped connection leaves the ship at sea for 2 minutes.3 steps
Buffs and debuffsThe icons by the portrait are everything working on you now, the bad ones first, with the time left as a ring. Tap one for its card.3 steps
Battle
The ring of actionsTap a ship: a ring of what you can do with her comes up. «Attack», «Board» within 100 m, «Talk»; ⓘ opens her card.5 steps
«Attack», «Close in», «Stand off»«Attack» puts the helmsman on her: he keeps gun range and turns your broadside to her. «Close in» goes for boarding, «Stand off» back to the guns, «Hold off» gives the wheel back.4 steps
Round, chain and grapeRound shot breaks the hull, chain tears the sails (she cannot run), grape kills the crew (before boarding). Tap the shot button to change it.3 steps
RangesEvery gun reaches 100 m farther than its base: a long nine fires round shot to 305 m. Chain reaches less, grape least.3 steps
BoardingWithin 100 m (hull to hull) «Board» throws the grapples: 2–4 s, and the ships are hauled together. Then the battle on the hexes.3 steps
The boarding battle: the basicsA turn-based fight on an 11×9 field, as in Heroes. Initiative sets the order; shots at up to 6 hexes do full damage; flank +15 %, rear +30 %; cover −25 %.4 steps
Morale, luck and the twenty roundsGood morale may give a stack another turn, bad morale may freeze it; luck doubles a blow. After round 20 the side with more of its strength left wins.3 steps
Auto-battle and the order book«Auto» lets the crew fight for you (one auto-battle scroll a battle); «Quick combat» is free against a clearly weaker ship. The book holds your orders.3 steps
A pirate strikes her coloursA beaten pirate, patrol or hunter may ask for mercy. «Take all and sink her» — her purse and hold; «Take her crew and let her go» — 30 % of her crew and purse.4 steps
Beasts and monstersOrcas, sharks, whales, narwhals and serpents bite the hull, never the crew. Only «Attack» — no grapples. Flense the carcass for oil, bone and teeth.3 steps
Flags and the law
The three flagsNeutral — quiet scouting with an 85 % free hold. City or guild — peace with the law, fights with pirates and monsters. Pirate — hardcore: rob anyone, and pay with skulls.5 steps
Skulls and how to wash themUnder the pirate flag every peaceful victim is a skull. With one, the flag is locked; with two, lawful ports are shut. Wash them by time out of a fight or buy a pardon in a pirate haven.4 steps
«Boarding: off»A switch on the flag card: no one boards you and you board no one — guns only. Against captains it works only under the neutral flag.3 steps
The privateer patentA licence to hunt your city's enemies without skulls: sold in the ports of the Crown, the League and the Harpoon, from level 10, for 7 days.3 steps
PvP points and the monthly rewardsSinking a captain is 10 points, boarding 14, a duel won 5. Each calendar month the top ten get silver, doubloons and titles; everyone with 50+ gets 3000 silver.3 steps
Name coloursOther captains' names are blue, a skulled captain's are red, and under the pirate flag the level is hidden behind «?».3 steps
Trade
The market and pricesEach port has its own prices, and they change every 8 hours. ▲ and ▼ show the trend; luxuries swing the most. Buy cheap here, sell dear there.3 steps
The port card and «Market Sense»Tap a port on the chart for its card: what it sells and buys, cheap or dear. The «Market Sense» talent shows the exact prices you remember.2 steps
How much room goods takeEvery good says its room per unit, «m³/unit». Cheap goods are compact, valuable ones bulky: a unit of ambergris takes more than 80 bolts of sailcloth.3 steps
The warehouseA warehouse of 120 m³ in any port: rent is paid once, on the first deposit. «Store all» and «Take all» for each good.3 steps
Contracts and merchants' runs«Quests» → «Contracts»: the port's contracts and bounties, the merchants' runs (buy here, deliver there by the deadline) and the Admiralty's board.2 steps
The exchange and the auctionIn bigger ports the «Exchange»: forwards, buy orders and the bank. In the Free Harbors the trophy auction: 10-minute lots, the house keeps a tenth.5 steps
Doubloons into silverIn the shop «Exchange» turns doubloons into silver at 1 : 200. One way only.2 steps
The island
Claiming an islandAny island without a port can be yours: the first one is free and immediate.5 steps
First steps on the islandThree guided steps with rewards: the Marine Barracks, hiring marines, the Shooting Range.5 steps
The town and its dwellingsThe Town Hall sets the island's level; seven dwellings train your army tier by tier.5 steps
Building costs and the treasuryLevels 1 and 2 are almost free; the treasury pays first, then your purse.4 steps
«Bring in»: silver and goods to the islandSilver goes into the treasury from anywhere; goods are unloaded off the island; the barge brings timber, coal and iron.5 steps
Demolishing a buildingA building can be razed for half its cost back; the plot is freed.3 steps
Forge, workshop and anvilGear is tempered in the Forge (Town Hall 3+); artifacts are made in the Workshop and reforged on the Anvil (a Market is needed).4 steps
Producers and the yardLumber camps, quarries and mines fill the yard by the hour; collect with «Collect».4 steps
Island boatsFar from home, load men from your island's dwellings into boats: they catch you up anywhere at sea.5 steps
«Where to get it»Every cost chip tells where to get what is missing and can sail you to the nearest seller.3 steps
Rushing a buildFree 15-minute speed-ups come every day; the rest is finished for doubloons.4 steps
The army
Hiring an armyIn port: «Army» → «Recruit an army». Pick a kind, set the number, «Hire».5 steps
Island troops in any portEvery dwelling of tier 2–7 on your island opens that tier for hire in every port.4 steps
Stacks: split, merge, dismissIn «The Company» (key O) or «Recruit»: tap a stack, then «Split» or «Dismiss»; drop it on its kind to merge.5 steps
«Might X/Y»: the ship's limitThe ship's level caps how strong an army it carries; deckhands are never capped.3 steps
Tiers and upgradesSeven tiers, each with an upgraded kind; an upgraded dwelling retrains men for the price difference.3 steps
Gift stacksA stack marked «gift» fights like any other, but its losses are never refilled.3 steps
The surgeon and resurrectionMen fallen in the last 24 hours come back for silver at the surgeon in any port.3 steps
Berths: keeping several ships3 berths are free besides the ship you sail; each more costs 300 doubloons, up to 10. Swapping takes 2 minutes.5 steps
Convoy and hired guardsConvoy ships are hired at the harbour master once you command; merchants at sea can be hired as guards for a while.3 steps
Exploring
Treasure mapsA map draws a search circle on the chart; inside it «Warm → Warmer → Hot!» leads you to a scroll on the water — dig there.6 steps
Wrecks and diversOver a sunken wreck press «Divers»: in 25 s they bring up its cargo; the depth decides if they reach it.4 steps
Landing partiesAt a ruin, a cache or a mine, «Land» sends a party ashore; it comes back with the haul.3 steps
Work at a spot: the countdownDivers, a landing, a dig: a countdown at the top, the ship at anchor; «Call off» brings the men back.3 steps
Mines and your flagBeat a mine's guards, land and raise your flag: it pays every sea day. Up to 7 mines.5 steps
Lairs and their returnA beaten lair comes back in 2–4 sea days; its full loot is yours once a week.3 steps
Sea marksDriftwood, wreck fields, fairway buoys, lanterns, floating bones, ice floes: stop by one and press its button.3 steps
Lookouts and lighthousesClimb a lookout to chart 5 km of sea; a lit lighthouse shows the shoals at night.3 steps
The chart of the known seaKey M. Layers pick what is drawn; «Key» explains every mark; buttons find you, your island and a foe.4 steps
«Chronicle»: everything that happened«Journal» → «Chronicle»: the last 300 events with filters.3 steps
The fog of warThe sea is dark until you see it; once seen, it stays on your chart.3 steps
The navigator's distance perksEvery 100 km sailed is a page of the log: «Cartographer» pays experience, «Pathfinder» morale and speed.3 steps
Travel
The passage between hubsSeven hub harbours are linked by the «Passage»: 800 to 15 000 silver by distance, a trip at ten times the speed, untouchable, docking on arrival.4 steps
The passage's rulesOnce in 30 minutes. Under the pirate flag ×2, towards a quest's goal ×0.25. Not with skulls, not in a fight, and not with trade goods over 60 % of the hold.4 steps
The quiet harbourWithin 1 km of every hub no captain can attack another. After a passage the protection follows you for 3 more minutes.2 steps
«To my island»«To my island» in the «⋯» tray or at the bottom of the chart sets the course home; with no island yet, to the nearest free one.3 steps
«Find foe»A list of the pirates, beasts, monsters and lairs you can see or have charted within 30 km, filtered by kind and level. Tap a row for the course.4 steps
Growing stronger
Levels and experienceUp to level 60. Quests are the steadiest source of experience; each level gives a talent point.3 steps
Talents: the wind roseTen trees around the wind rose; tiers open at 0/5/10/15/20 points in a tree.3 steps
Skills of the captainHoMM-style: primary skills grow every level, secondary skills are picked one of two; sea abilities rank up with the level.3 steps
The campaign36 chapters, 720 quests: one at a time, the next comes by itself when your level allows.3 steps
Quests, grouped by the giverTake quests from a port's board; the journal groups them by the place to hand them in, nearest first.3 steps
Contracts and daily ordersContracts pay silver and experience; three daily orders and their chest reset at midnight UTC.3 steps
The season card100 tiers in two months; a free track and a premium one. Season experience comes from almost everything you do.5 steps
The rating: «Level» and «Might»«Might» is 35 % army, 25 % ship, 20 % island and 20 % gear; the site's rating has boards for each.3 steps
The PvP boardPoints for captains sunk and boarded; the month's top ten get titles, doubloons and silver.3 steps
Promo codes«Settings» → «Promo code» → «Enter»: type the code and press «Activate».3 steps
The daily giftA 28-day track, one claim a day; one missed day is forgiven.3 steps
The doubloon shopDoubloons buy speed-ups, supplies, scrolls, ship looks and island help; «Top up» buys doubloons.3 steps
Questions and answers
Where do I buy a bigger ship?Bigger hulls are sold only at higher-rank shipyards: the chart's «Shipyards» layer shows each yard's rank and ship levels.3 steps
How do I bring silver and goods to my island?Island → «Bring in»: silver into the treasury from anywhere, goods unloaded off the island, or a barge for silver.3 steps
How do I take a mine?Beat its guards, land by it and raise your flag in 20 seconds. Up to 7 mines.3 steps
Where do I temper gear and forge artifacts?Gear: the island's «Forge» (Town Hall 3+) or a port with a shipyard of rank 2+. Artifacts: the «Workshop» and the «Anvil» (a Market is needed).3 steps
How many ships can I keep?Three berths free plus the ship under you — four in all; more for 300 doubloons each, up to ten.3 steps
When does a lair come back?A shore lair in 1 h 36 min, a grotto in 2 h 24 min, a guardian in 3 h 12 min; full loot once a sea week.3 steps
Why can't I hire marines?Your island's marines are hired only once the Marine Barracks stand; big ports have marines of their own.3 steps
How does the «Passage» between ports work?Seven hub ports; open the «Passage» tab, pick an opened hub, pay. 800 to 15 000 silver, 30 minutes' cooldown.3 steps
What does my crew do while I am away?At sea they eat provisions, in port they drink silver — a quarter of the usual, for at most a day.3 steps
Can I just close the tab at sea?No escape that way: at sea the ship stays 2 minutes and can be attacked. Use «Exit»: 30 seconds.3 steps
Where is my gift letter?«Journal» → «Letters», in any port: «Receive». No room aboard — dismiss someone, the letter waits.3 steps
Why does the surgeon offer to raise deckhands?The surgeon raises exactly who fell in the last 24 hours — by kind, at the price of their kind.3 stepsReference
Reference
Read from the game’s own tables: it never falls behind the game.
