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.

Sea and sailing

SailingTap the sea to set a course; the ship sails there on its own.2 stepsPortsA port repairs the ship, trades goods and hires crew.3 stepsThe 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 stepsA 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 stepsThe 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 stepsWind 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 stepsStorms 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 stepsThe 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 stepsShip'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 stepsRepairsAt sea, out of a fight: «Repair» (R) — the crew mend with planks and sailcloth. In port the yard mends everything for silver.3 stepsThe 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 stepsLeaving 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 stepsBuffs 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 stepsRound, 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 stepsRangesEvery gun reaches 100 m farther than its base: a long nine fires round shot to 305 m. Chain reaches less, grape least.3 stepsBoardingWithin 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 stepsThe 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 stepsMorale, 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 stepsAuto-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 stepsA 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 stepsBeasts 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

Trade

The island

The army

Exploring

Travel

Growing stronger

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 stepsHow 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 stepsHow do I take a mine?Beat its guards, land by it and raise your flag in 20 seconds. Up to 7 mines.3 stepsWhere 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 stepsHow 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 stepsWhen 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 stepsWhy 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 stepsHow 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 stepsWhat 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 stepsCan 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 stepsWhere is my gift letter?«Journal» → «Letters», in any port: «Receive». No room aboard — dismiss someone, the letter waits.3 stepsWhy 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 steps