
Sloop
Starter raider. Fast, nimble, fragile.
Shallow Runner. Can cross reefs and shoals that tear the keel out of bigger ships.

Shipyard
Ten ranks of ships — from a fishing ketch to a man-o’-war and premium hulls with companions of their own.
26 hulls

Starter raider. Fast, nimble, fragile.
Shallow Runner. Can cross reefs and shoals that tear the keel out of bigger ships.

Courier and interceptor.
Dispatch Runner. Courier contracts pay 20% more; +10% acceleration.

A narrow lateen runner, light and quick.
Shallow Keel. Can cross reefs and shoals that tear the keel out of bigger ships.

A three-masted lugger under dark sails: seen late, gone early.
Dark Lugsails. Dark lugsails are seen late: her signature is a sixth smaller.

A tiny sloop with wing-like sails spread to both sides.
Wing Booms. Sails spread to both sides like fins: +15% acceleration.

A slim lateen-rigged felucca with a dolphin carved at her bow and dolphins riding her bow wave.
Dolphin Lines. A hull shaped like a dolphin's back: a heavy sea slows her 20% less.

Best upwind sailer. Smuggler favourite.
Weatherly. Loses 40% less speed when sailing close-hauled.

Rare. Lateen-rigged corsair with sweeps: flies in light airs, rows through calms.
Sweeps. +25% speed in winds under half strength; oars give at least 3 m/s on any heading, even head to wind.

Rare. A low oared runner under two lateens.
Sweeps. +25% speed in winds under half strength; oars give at least 3 m/s on any heading, even head to wind.

A schooner with a square topsail forward: quick off the wind and on it.
Weatherly. Loses 40% less speed when sailing close-hauled.

A racing sloop with a huge plan of pale canvas.
Racing Rig. Loses 40% less speed when sailing close-hauled.

A lean cutter with a shark's jaw carved on her bow.
Cutter Hull. Courier contracts pay 20% more; +10% acceleration.

A sea-green schooner with a mermaid at her bow.
Shell-set Rails. A ship the sea likes: her crew's morale mends a fifth faster.

All-round raider.
Raider Rig. Boarding range +10%; changing sail level is 20% faster.

A long low clipper with raked masts: the fastest thing in the Reach for her size.
Raked Masts. Huge fore-and-aft sails: +10% acceleration, and she bleeds a fifth less way in a hard turn.

A raider schooner painted with a hawk's wings.
Hawk Eyes. +15% detection radius; targets you damaged are revealed on the minimap for 30s.

A long xebec under three great white lateens.
Sweeps. +25% speed in winds under half strength; oars give at least 3 m/s on any heading, even head to wind.

A brigantine built for storms, under black storm canvas.
Storm Canvas. Black storm sails: storms tear them 40% less, and a heavy sea slows her a quarter less.

A black galley-raider with a serpent's head at the bow.
Serpent Oars. +25% speed in winds under half strength; oars give at least 3 m/s on any heading, even head to wind.

A pale clipper whose thin grey sails drift like mist.
Ghost Timbers. Pale timbers that should not float: her crew loses a tenth less morale, and she mends 15% faster.

A long silver-sheathed clipper with a needle bow.
Needle Bow. A needle-sharp bow: a heavy sea slows her a third less.

A Mediterranean three-master on pole masts: her sails are set and struck from the deck in a moment.
Pole Masts. Masts of a single spar and no tops: sails are set and struck 30% faster, and +10% acceleration.

A long, low privateer frigate of the Flemish banks, built light to run prizes down and outrun cruisers.
Light Scantlings. Light frames and fine lines: she bleeds a fifth less way in a hard turn, and a heavy sea slows her a fifth less.

A three-masted war xebec of the corsair coasts: thirty-odd guns, three great lateens and a bank of sweeps.
Great Sweeps. +25% speed in winds under half strength; oars give at least 3 m/s on any heading, even head to wind.

A galleon razed low fore and aft and long for her beam: a great ship on a runner's lines.
Low Castles. Her castles razed: her signature is a tenth smaller, and a heavy sea slows her a quarter less.

A long razor-bowed war frigate under a great fan of a mainsail, built to run down anything that floats.
Sail-fin Rig. A great fan of a mainsail like a sailfish's fin: sails are set and struck 25% faster, and a heavy sea slows her 20% less.
23 hulls

Rare. A hulk of tar and powder you sail into the enemy line and abandon.
Fire Hulk. No guns. RMB lights the charges: 8 s later she explodes (700 damage in 90 m, fires). The crew rows away; you are carried to port like a wreck.

A small broad hull built round one heavy long gun at the bow.
Long Gun on a Slide. Her bow chasers hit 35% harder and train 20° wider.

A stubby, broad little gun-sloop with a heavy bow chaser and spiked iron-bound bulwarks.
Spiked Bulwarks. Iron-bound bulwarks bristling with spikes: boarders find her 20% harder to take.

A small ship-rigged man-of-war of the station: fourteen guns and a navy's drilled crew.
Navy Gun Drill. A navy's drilled gun crews: her broadsides reload 5% faster and fly 5% tighter.

A navy brig-sloop with copper-sheathed masts on which the corposant burns blue in every storm.
Copper-sheathed Masts. Copper down her masts and a crew that takes the blue fire for a blessing: storms bite 20% less into her hull, and morale falls 10% slower.

Rare. Oars, a bronze ram, light guns between the benches and heavy guns at the bow: deadly in a calm.
Oars and Ram. +25% speed in winds under half strength; oars give at least 3 m/s on any heading; her bronze ram strikes 30% harder.

Sturdy warship.
Gun Brig. Broadside reload 8% faster when both batteries are loaded.

Rare. A floating mortar battery for sieges and ambushes.
Bomb Vessel. Twin mortar wells: the fitted mortar reloads 50% faster and throws two bombs.

A flush-decked warship, quick for her weight of shot.
Flush Deck. One clear gun deck: her broadsides reload 6% faster.

An eastern battle junk bristling with fire lances.
Watertight Bulkheads. A junk's bulkheads: leaks let in a quarter less water, and never more than two stand open.

A pale brig with torn grey sails and mist in her rigging.
Pale Timbers. Weathered silver-grey wood: her signature is a fifth smaller and her crew loses a tenth less morale.

The hunter.
Hunter. +15% detection radius; targets you damaged are revealed on the minimap for 30s.

A ship of the line cut down a deck: heavy guns on a hull that can still run.
Cut-down Line. Immune to raking bonus damage from the bow.

A corsair frigate under crimson sails, built to run prizes down.
Corsair Lines. Built to run prizes down: +10% acceleration and +15% boarding range.

A heavy ram ship sheathed in black iron from the bow back.
Iron Bow. Her iron-sheathed ram strikes 80% harder, and a collision does her half the harm.

A storm frigate with copper rods on every masthead.
Copper Rods. Copper down every mast to the sea: lightning strikes do 60% less damage.

A raider brig with spiked bulwarks and a boarding beak at the bow.
Boarding Beak. Boarding range +10%; changing sail level is 20% faster; her boarders strike 10% harder.

Ship of the line. Needs a small town of crew.
Ship of the Line. Immune to raking bonus damage from the bow.

A seventy-four: two gun decks and the crew of a village.
Seventy-Four. Immune to raking bonus damage from the bow; her crew loses a tenth less morale.

A great galleass: banks of oars and a heavy battery at the bow.
Banks of Oars. +25% speed in winds under half strength; oars give at least 3 m/s on any heading; her bow battery hits 25% harder.

A warship-whaler with harpoon guns along both sides.
Whaler's Frames. Flenses a carcass twice as fast; her line stands a third more strain; shy whales hear her a third less.

A three-decker pirate flagship under deep red sails.
Pirate Flagship. Immune to raking bonus damage from the bow; her crew loses 15% less morale.

A gilded war galleon of the Crown, her stern carved with golden suns.
Castle of Suns. Defenders gain +25% boarding power.
24 hulls

A small lateen coaster: cheap to sail, quick to load.
Coaster. A small crew and a short haul: wages and provisions cost a fifth less.

A stubby coastal hoy with leeboards: she goes where deep keels cannot.
Leeboards. Can cross reefs and shoals that tear the keel out of bigger ships.

A light two-master that carries the mail and a little cargo.
Packet Runner. Courier contracts pay 20% more; +10% acceleration.

A small eastern river trader under a batten sail, a woven bamboo cabin hung with red paper lanterns.
River Keel. A flat river keel: she crosses reefs and shoals that tear the keel out of bigger ships, and a bowl of rice keeps her crew — provisions last 15% longer.

Merchant hauler with an enormous hold.
Deep Hold. Cargo is 50% less likely to be destroyed by hull hits.

A fishing hull: a big wet well and ice in the hold.
Iced Well. Nets take twice the catch; fish in the hold spoils three times slower.

A roomy two-masted merchant, handier than she looks.
Trysail Mast. Her gaff trysail eases a turn: +10% turning, and she bleeds a fifth less way in a hard turn.

A deep merchant hull on a thrifty rig.
Thrifty Rig. A fore-and-aft mizzen and a small crew: wages a fifth less, provisions a tenth less.

An Arabian dhow under saffron lateens, heavy with spice.
Sewn Hull. A sewn teak hull rides the swell: a heavy sea slows her a quarter less.

A low black lugger with hidden hatches.
Hidden Hatches. Contraband takes a quarter less room in her hold.

A fast schooner loaded with rum under nets.
Schooner Rig. Loses 40% less speed when sailing close-hauled.

Rare. A whaling hull of the Order: a winch on the bow, a flensing deck, try-works amidships.
Flensing Deck. Flenses a carcass twice as fast; her line stands a third more strain; shy whales hear her a third less.

A tall-castled carrack of the old spice runs.
High Castles. Defenders gain +25% boarding power.

A trading junk under blue silk, her hold full of bolts of it.
Batten Sails. Silk on bamboo battens: +15% sail strength, and storms tear them 30% less.

A pearl-white schooner of the diving grounds.
Diver's Rig. Loses 40% less speed when sailing close-hauled.

A tall clipper that races the season home with the first of the cargo.
Clipper Bow. A long sharp bow: a heavy sea slows her a third less.

An iron-bound fluyt with barred hatches over her strongroom.
Iron-bound Hold. Cargo is 50% less likely to be destroyed by hull hits.

A great armed merchantman of the company trade.
Company Hold. Cargo is 50% less likely to be destroyed by hull hits; perishables spoil a third slower.

A carrack in gold leaf from castle to castle.
Gilded Castles. Defenders gain +25% boarding power.

A broad barge with a market under striped awnings on her deck.
Market Deck. A broad flat deck of stalls and cookfires: provisions last a tenth longer and her crew's morale mends faster.

A black and silver galleon of the Brokers, her stern carved as an open ledger.
Chained Strongboxes. When she sinks, her boats save a fifth of the lawful cargo and fewer of her men are lost.

A company ship of a thousand tons: two decks of cargo over a gun deck, built for the longest runs.
Company Ship. A company's hull and a company's men: wages a tenth less, and perishables spoil a fifth slower.

The great galleon of the long ocean run, laden with silk, porcelain and silver.
Long Run. A thrifty purser for a half-year passage: provisions last a fifth longer and wages are a tenth less.

A gilded great merchant galleass of the lagoon republic, a winged lion at her bow, three lateens and banks of oars.
Free Rowers. +25% speed in winds under half strength; oars give at least 3 m/s on any heading; her rowers are free men of the lagoon, paid 10% less.
23 hulls

A round-bellied cog: one square sail and a hold like a barn.
Fore and Aft Castles. Defenders gain +25% boarding power.

A broad herring buss full of barrels.
Herring Well. Nets take twice the catch; fish in the hold spoils three times slower.

A narrow-sterned pink with a big round hold.
Narrow Stern. Cargo is 50% less likely to be destroyed by hull hits.

A massive round-ended hulk with high sides and a huge hold.
High Sides. High round sides: the first ten seconds of an enemy boarding come 15% weaker.

A blunt flat-bottomed collier: cheap, sooty and full.
Flat Bottom. She takes the ground without harm: reefs and shoals do her half the damage.

A broad, crooked cargo barge whose hold is full of barrels that are not all barrels.
Hold of Odd Corners. A crooked hold full of odd corners: cargo is 50% less likely to be destroyed by hull hits, and contraband takes 15% less room.

A naval storeship: few guns and a deep hold of stores.
Naval Stores. Planks, sailcloth and provisions take a quarter less room in her hold.

A frigate whose gun deck was turned into hold.
Frigate Frames. Broadside reload 8% faster when both batteries are loaded.

A fluyt pierced for guns on her upper deck: a navy's transport, armed en flûte.
Pierced for Guns. A transport that can fight back: her chasers hit 25% harder and train 15° wider.

A broad northern hulk sheathed in ice that never melts, frost on her rigging and white bears on her deck.
Ice in the Hold. Her hold is packed with ice that never melts: perishables spoil 40% slower, and her iced bow takes 20% less from a ram.

Floating fortress and treasure hauler.
Stern Castle. Defenders gain +25% boarding power.

A four-masted plate galleon built to carry silver.
Towering Stern. Defenders gain +25% boarding power.

A barge built on the back of a colossal ancient sea turtle.
Living Shell. The shell of an ancient turtle: +10% hull, and leaks let in a third less water.

A big galleon with iron-barred cages along her deck.
Feeding Pails. A ship that feeds a zoo feeds her crew well: provisions last a fifth longer.

A great old hulk overgrown with living coral.
Coral Skin. Coral grows over every breach: she mends 20% faster.

A nine-masted treasure junk in red and gold.
Nine Batten Masts. +15% sail strength, and storms tear her sails 30% less.

An enormous galleon with three decks of hold.
Three Decks of Hold. Cargo is 50% less likely to be destroyed by hull hits.

A colossal ark with sea-water pens where young sea creatures swim.
Sea Pens. Nets take twice the catch; fish in the hold spoils three times slower.

A square fortress-ship with stone-grey battlements and gun towers.
Battlements. Defenders gain +25% boarding power.

A whaling mothership with boats on davits all round her.
Try-works. Flenses a carcass twice as fast; her line stands a third more strain; shy whales hear her a third less.

A ship of the Choir built like a drowned cathedral, bells in her rigging.
Belfry. Bells of the Choir in her rigging: their toll drowns the Song of the Drowned Whale for every ship within 200 m.

A floating pirate town on an old hull: shacks, a tavern and rope bridges.
Tavern Aboard. A tavern with a crooked chimney: morale stands 8 higher and wages are a tenth less.

A colossal whale-shaped hull of riveted iron plates.
Riveted Plates. Iron plates over her timbers: a ram does her half the harm, and her own strikes 50% harder.